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    Bayard

    Large fey, Lawful Good

    Armor Class 15 (natural armor)

    Hit Points 110 (13d10 + 39)

    Speed 120 ft.

    STR 20 (+5) · DEX 18 (+4) · CON 16 (+3) · INT 14 (+2) · WIS 18 (+4) · CHA 14 (+2)

    Saving Throws Str +8, Dex +7, Con +6, Wis +7

    Skills Athletics +8, Insight +7, Perception +7, Survival +7

    Gear None

    Senses Truesight 30 ft., passive Perception 17

    Languages Common, Sylvan, Telepathy 120 ft. (can communicate telepathically only with his rightful rider)

    Challenge 7 (2,900 XP)

    Traits

    Bound Loyalty. Bayard has Disadvantage on saving throws against spells and magical effects cast by a legitimate royal ruler attempting to command him or force his submission.

    Foresight. Bayard cannot be surprised. Attack rolls against him cannot be made with Advantage.

    Queen's Water. If Bayard finishes a Long Rest in a natural forest environment, a jug of magical water appears beside him. A creature can drink the water as a Bonus Action to regain 45 (10d4 + 20) Hit Points.

    Actions

    Multiattack. Bayard makes two Hoof attacks. He can replace one of these attacks with Spellcasting.

    Hoof. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) Bludgeoning damage, and the target is knocked Prone.

    Spellcasting.

    At Will: Guidance (PHB, p. 282), Minor Illusion (PHB, p. 298)

    1/Day Each: Control Water (PHB, p. 256), Enlarge/Reduce (Self only; when Enlarged to Huge size, Bayard's back supernaturally lengthens, allowing him to carry up to four Medium creatures; PHB, p. 268), Plant Growth (PHB, p. 305), Wall of Stone (PHB, p. 339)

    Bonus Actions

    League Stride. Bayard takes the Dash or Disengage action.

    Reactions

    Devastating Counter. When a creature misses Bayard with a melee attack, Bayard makes one Hoof attack against that creature.

    Lore

    The king was about to embark on a long journey to attend to matters of state. Before departing, he summoned his young son, handed him a heavy ring of keys that fit every lock in the castle, and said:

    “My son, while I’m away you are in charge. You may walk anywhere you wish—open any pantry, treasury, or hall you like. But this small key unlocks the room at the very end of the north corridor. I absolutely forbid you to set foot in there. Disobey me, and disaster will follow.”

    From The Fairy Tale Compendium · Fern Flower Press