Otherworldly Steed

Player's Handbook (2024) p. 273

Size
Large
Type
varies
Alignment
neutral
AC
12
Hit Points
7
Speed
walk 60 ft., fly 60 ft.(requires level 4+ spell)
Passive Perception
11
Languages
telepathy 1 mile (works only with you)
Challenge
0
STR
18
+4
DEX
12
+1
CON
14
+2
INT
6
−2
WIS
12
+1
CHA
8
−1

Traits

Proficiency Bonus

equals your Proficiency Bonus

Armor Class

10 + 1 per spell level

Type

Choose: celestial, fey, fiend

Hit Points

5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level)

Life Bond

When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you're within 5 feet of it.

Actions

Otherworldly Slam

Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + the spell's level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.

Fell Glare (Fiend Only; Recharges after a Long Rest) (Bonus Action)

Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.

recharge

LONG

Fey Step (Fey Only; Recharges after a Long Rest) (Bonus Action)

The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.

recharge

LONG

Healing Touch (Celestial Only; Recharges after a Long Rest) (Bonus Action)

One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 + the spell's level.

recharge

LONG

Other data

description