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One DnD Playtest 6

Otherworldly Steed

Large celestial, fey, or fiend (choose when casting the spell), neutral
Armor Class: 10 + 1 per spell level (natural armor)
Hit Points: 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell’s level)
Speed: 60 ft , fly: 60 (requires 4th-level spell or higher) ft

STR

18 +4

DEX

12 +1

CON

14 +2

INT

6 -2

WIS

12 +1

CHA

8 -1

Senses: Passive Perception 11
Languages: Telepathy 1 mile (only between you and the steed)
Proficiency Bonus: equals your bonus

Life Bond. When you regain Hit Points from a spell of 1st level or higher, the steed regains the same number ofHit Points if you’re within 5 feet of it.

Actions

Otherworldly Slam. Melee Spell Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 + the spell’s level of Radiant damage (Celestial), Psychicdamage (Fey), or Necrotic damage (Fiend).

Bonus Actions

Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.   Fell Glare (Fiend Only; Recharges after a Long Rest). The steed’s eyes gleam with fiendish light as it targets one creature it can perceive up to 60 feet away. The target must succeed on a Wisdom saving throw against your Spell Save DC or have the Frightened condition until the end of your next turn.   Healing Touch (Celestial Only; Recharges after a Long Rest). The steed touches another creature and restores a number of Hit Points to it equal to 2d8 + the spell’s level.


Created by

AvianFae.

Statblock Type

Monster

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