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Xanthar's Guide to Everything - Modified

Find Greater Steed

4-level Conjuration

Casting Time: 10 minutes
Range/Area: 30 ft.
Components: V, S
Duration: Instantaneous

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on the form of a large, rideable animal of your choice. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.

The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it. If you have the incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. If you cast this spell again, you decide whether you summon the steed that disappeared (with all its hit points restored and any conditions removed) or a different one.

You can't have more than one steed bonded by this spell or Find Steed at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

While your steed is within 1 mile of you, you can communicate with each other telepathically.

Greater Otherworldly Steed

Large celestial, fey, or fiend (your choice), neutral
Armor Class: 14
Hit Points: 60 (8d10+20)
Speed: , fly: 90 60

STR

18 +4

DEX

15 +2

CON

16 +3

INT

10 +0

WIS

15 +2

CHA

13 +1

Senses:

Darkvision 60 ft.

Languages: Telepathy 1 mile (only with summoner)
Proficiency Bonus: Same as summoner

Special Bond. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. This includes healing spells so long as you are within 5 feet of it.

Trampling Charge. If the steed moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the steed can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: "To Hit" bonus equals your spell attack modifier, reach 5 ft., one target. Hit: 3d8 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.

Available for: Paladin

Created by

Baileymermaid95.

Statblock Type

Spell

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