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
MODSAVEMODSAVE
STR18+4+4INT6-2-2
DEX12+1+1WIS12+1+1
CON14+2+2CHA8-1-1
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.