Cheonma 천마
Large celestial, neutral good
Armor Class 18 (heaven-forged hide)
Hit Points 114 (12d10 + 48)
Speed 60 ft., fly 120 ft. (hover)
STR 20 (+5) · DEX 16 (+3) · CON 18 (+4) · INT 12 (+1) · WIS 18 (+4) · CHA 20 (+5)
Saving Throws Dex +7, Wis +8, Cha +9
Skills Insight +8, Perception +8, Religion +5
Damage Resistances lightning, radiant; bludgeoning, piercing, and slashing from non-magical attacks
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 18
Languages understands all; telepathy 120 ft.
Challenge 8 (3,900 XP)
Traits
Wingless Flight. Cheonma’s fly speed is magical and functions even while it is wearing barding, grappled, or restrained.
Heavenly Presence. A creature that starts its turn within 30 feet of Cheonma and can see it must succeed on a DC 17 Wisdom saving throw or be unwilling to attack Cheonma that turn. A creature that succeeds is immune to this effect for 24 hours.
Static Aura. Electricity crackles in a 10-foot radius around Cheonma. The first time on its turn that an enemy in the aura hits Cheonma with a melee attack, that enemy takes 7 (2d6) lightning damage.
Innate Spellcasting. Cheonma’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: light (PHB, p. 255/292), thaumaturgy (PHB, p. 282/333)
3/day each: cure wounds (PHB, p. 230/259), lesser restoration (PHB, p. 255/291), sanctuary (PHB, p. 272/313)
1/day each: revivify (PHB, p. 272/312), plane shift (self and up to six willing creatures, upper planes only; PHB, p. 272/313)
Legendary Resistance (1/Day). If Cheonma fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. Cheonma makes two Hoof attacks.
Hoof. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (2d8 + 5 bludgeoning plus 2d6 radiant) damage.
Stride (Recharge 5–6). Cheonma flies up to its speed in a straight line, passing harmlessly through creatures and objects. Each creature it chooses in that 10-foot-wide line must make a DC 17 Dexterity saving throw, taking 54 (12d8) damage—half lightning, half radiant—on a failed save, or half as much on a success. Cheonma appears in an unoccupied space of its choice at the end of this movement.
Bonus Actions
Soothing Nicker (3/Day). A creature Cheonma can see within 30 feet regains 15 (3d8 + 2) hit points and ends one disease or one of the following conditions affecting it: blinded, deafened, or frightened.
Reactions
Blinding Flash. When Cheonma is targeted by an attack it can see, it emits a burst of light. The attacker must succeed on a DC 17 Constitution saving throw or have disadvantage on the triggering attack roll and be blinded until the end of its current turn.
Legendary Actions
Cheonma can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Cheonma regains spent legendary actions at the start of its turn.
Move. Cheonma moves up to half its flying speed without provoking opportunity attacks.
Hoof. Cheonma makes one Hoof attack.
Grant Boon (Costs 2 Actions). Cheonma casts cure wounds at 4th level on a creature it can see within 30 feet.
Lore
A wingless, flying white horse that carries the souls of the dead to the heavens.
Cheonma (천마) literally means Heavenly Horse. The name itself highlights the creature’s sacred nature and its link to the sky. Interestingly, cheonma is also the Korean word for a perennial orchid (Gastrodia elata) whose tubers are prized in traditional medicine; the plant’s root is called “heaven’s poppy” because legend says it was a gift from the immortals.
Early sources—mainly from the Silla era—describe the Cheonma as a white horse that flies without wings. Whenever it appears, the air crackles with a strange energy, almost like static electricity. If it spots people, it immediately vanishes into the heavens. The Heavenly Horse has two main duties: (1) to deliver heaven’s will or gifts, and (2) to carry the souls of the dead skyward. Because of this, images of the Cheonma often adorn ancient tombs. In Korean culture, white represents light, the sun, and majesty, reinforcing the horse’s sacred status and its role as a herald of great events. As a holy being, it must never be harmed.
From Korean Bestiary 5E, p. 20 · Fern Flower Press