b'Heidrun \n'b'  Large   celestial ,  unaligned  \n'b'  Armor Class  12 (natural armor)  Hit Points  67 (9d10 + 18)  Speed  40 ft., fly 40 ft.\n'b' STATS STR: 18 (+4) DEX:  14 (+2)  CON:  15 (+2)  INT:  3 (-4)  WIS:  17 (+3)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +6  Damage Immunities  lightning, poison, thunder  Condition Immunities   exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  16  Languages  \xe2\x80\x93  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Charge . If the heidrun moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14  Strength  saving throw or be knocked  prone . \n'b'  Purifying Mead . At the start of each of the heidrun\xe2\x80\x99s turns, drinking containers within 30 feet of it are filled with mead. Mead remains in these containers until it evaporates. A creature that consumes this mead magically regains 11 (2d10)  hit points . In addition, drinking the mead removes all diseases and neutralizes all poisons afflicting the target. \n'b'  Regeneration . The heidrun regains 10  hit points  at the start of its turn. If the heidrun takes necrotic damage, this trait doesn\xe2\x80\x99t function at the start of the heidrun\xe2\x80\x99s next turn. The heidrun dies only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'  Rejuvenation . When the heidrun\xe2\x80\x99s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and reanimates the bones of the heidrun and regains all its  hit points . If any of the leg bones are damaged, the heidrun suffers a -10 penalty to its walking speed for each bones that is broken. \n'b'  Sure-Footed . Unless it has suffered damage to one of its leg bones, the heidrun has advantage on  Strength  and  Dexterity  saving throws made against effects that would  knock  it  prone . \n'b'  Actions \n'b'   Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) piercing damage. If the target is an object, the heidrun chews through it. If the object isn\xe2\x80\x99t being worn or carried, the bite destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 12  Dexterity  saving throw to avoid the heidrun\xe2\x80\x99s touch. If the object touched is either wooden armor or a wooden shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held wooden weapon, it takes a permanent and cumulative -1 penalty to  damage rolls . If its penalty drops to ?5, the weapon is destroyed. \n'b'  Ram .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 9 (2d4 + 4) bludgeoning damage. \n'b'  About \n'b' This goat is the picture of health. \n'b' The heidrun is a magical goat known for nourishing those who are hungry. It can create mead merely by being in the presence of a drinking container, and the taste of it cures men of all ills. Heidrun can be eaten and the flesh is restored, so long as no one cracks the leg bones and eats the marrow. Additionally, heidrun make suitable mounts; Thor uses two, named Tanngrisnir and Tanngiost, to pull his chariot and finds their ability to fly quite useful. \n'b'  Tree-Gnawers . Left to their own devices, heidrun will gnaw on trees. Their ability to gnaw through wood is legendary and unstoppable, which is why they are often kept corralled in metal fences.'