Infobox
Otherworldly Steed
Large Celestial, Fey, or Fiend (Your Choice), Neutral
AC 10 + 1 per spell level HP 5 + 10 per spell level (the steed has a number of Hit Dice (d10s) equal to the spell’s level) Speed 60 ft. [[Flying
MOD SAVE MOD SAVE STR 18 +4 +4 INT 6 -2 -2 DEX 12 +1 +1 WIS 12 +1 +1 CON 14 +2 +2 CHA 8 -1 -1 Senses Passive Perception 11 Languages Telepathy 1 mile (works only with you) CR None (XP 0; PB equals your Proficiency Bonus)
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.
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