This monster appears in the Dungeons & Dragons Player's Handbook 2024.
Traits
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 plus the spell’s level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.
Bonus Actions
Fell Glare (Fiend Only; Recharges after a Long Rest). 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.
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.
Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell’s level.
Roll20 Note: This stat block requires user edits for full functionality. Please use this list to ensure all edits are made appropriately for full effect.
- 'Spell level' refers to the level of the spell slot used to cast the Find Steed spell.
- Decide which version of spirit it is (Celestial, Fey, or Fiend) and delete any options that are not appropriate.
- Armor Class= 10 + spell level.
- Hit Points = 5 + (10 times the spell level).
- Hit Dice = a number of d10s equal to the spell level.
- The steed can fly if the spell level is 4 or higher.
- Proficiency Bonus = the spellcaster's total proficiency bonus.
- Otherworldly Slam:
- Attack bonus = the spellcaster's spell attack modifier.
- Damage = 1d8 + spell level.
- Fell Glare Saving Throw DC = Spellcaster's spell save DC.
- Healing Touch = 2d8 + spell level.