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Devourer's Chaos Steed

6 Level (0/23000 XP for level-up) Summon Background Defined by DM based on plane/environments/circumstance Race / Species / Heritage Alignment
Steed
Level 6
Hit Dice: 6/6
1d0+5 Class 1

STR
22
+6
DEX
16
+3
CON
20
+5
INT
10
+0
WIS
10
+0
CHA
6
-2
150
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
60 ft. walking / flying / hovering / burrowing / climbing / swimming (dependent on appendages)
Speed (walk/run/fly)
10
Passive Perception
charmed, frightened / + others dependent on its form
Immunities
dependent on its form /
Resistances
+6 Expertise Bonus
+3 Proficiency Bonus
+6 Strength
+3 Dexterity
+5 Constitution
+0 Intelligence
+0 Wisdom
-2 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+6 Athletics STR
-2 Deception CHA
+0 History INT
+0 Insight WIS
-2 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+0 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Devourer's Boon


The Devourer's Chaos Steed is bound to it’s summoner once they consume the heart of a previously slain Devourer's Chaos Steed creature.

The steed can be summoned once per day using an action by the summoner which will cause them to vomit up a goo like liquid which then takes form in an empty space next to the summoner.

It exists for 4 hours each day, after which it returns to goo and gets absorbed back in to the summoners mouth. Alternatively, it can be dismissed using an action and get absorbed in the same way.

If slain, the Devourer's Chaos Steed can be reborn as someone else's mount if they consume the heart of the slain creature, but never again by a previous summoner.

Mount


The Devourer's Chaos Steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. This grants you the following abilities:
  • The mount doesn’t require a saddle.

  • The mount can carry/pull up to 750 lb’s unimpeded, or 1,000 lb’s at half its movement speed.

  • Up to two Medium creatures can ride the steed at once assuming they’re both eligible. The creatures automatically succeed a check to mount the steed if the summoner wants them to, and automatically fail a check to mount the steed if the summoner doesn’t want them to.

  • While mounted on your steed, you can:

    • Make any spell you cast that targets only you also target your steed (summoner only).

    • If you have proficiency with vehicles and the mount is in a related form (land or water for example), you can add your proficiency bonus again to any melee attack rolls (all mounted creatures).

    • Once per round, when you take the attack action, you can instead let your mount attack once more on their turn. (summoner only).

  • The steed takes shares the summoners initiative count, but it takes its turn immediately after theirs.

  • When the mount disappears, anything it was carrying falls to the ground.

  • While your steed is within 1 mile of you, you can communicate with it telepathically.

  • This steed can’t wear barding (mount armour) unless it magically alters to the shape of the steed. It also can only wear an exotic saddle (gives you advantage on any check you make to remain mounted).

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Understands the same language as the summoner but cannot speak

Languages & Proficiencies

Actions



Multiattack
The Devourer's Chaos Steed can make two different types of the attacks on its turn, depending on what appendices it has.

Chaos Thomp. Melee Weapon Attack:
  • d20+7 to hit, reach 10 ft. cone, multi-target.

  • Hit: 2d10+5 bludgeoning damage.

  • The target must succeed on a DC 16 Strength saving throw or be knocked prone.

  • If a creature is already prone it deals an additional 2d10 damage.


Chaos Bite. Melee Weapon Attack:
  • d20+7 to hit, reach 5 ft., one target.

  • Hit: 2d8+5 piercing damage.

  • The target must succeed on a DC 16 Constitution saving throw or be afflicted by a curse, taking an additional 3d6 necrotic damage.

  • At the start of each turn, a cursed target must succeed on another DC 16 Constitution saving throw or take an additional 3d6 necrotic damage.

  • The curse can also be removed by a Greater Restoration spell.


Chaotic Slash. Melee Weapon Attack:
  • d20+7 to hit, reach 5 ft., one target.

  • Hit: 2d8+5 slashing damage.

  • The target must succeed on a DC 16 Wisdom saving throw or be affected by the confusion spell for 1 minute.


Chaotic Hold. Melee Weapon Attack:
  • d20+7 to hit, reach 15 ft., one target.

  • Hit: 1d10+5 bludgeoning damage.

  • The target must succeed on a DC 16 Strength saving throw or be grappled.

  • While grappled, the target is restrained, and the Devourer's Chaos Steed can't use this limb or appendage for other attacks.

  • At the start of each turn, the grappled target must succeed on another DC 16 Constitution saving throw or remain restrained and take an additional 1d10 bludgeoning damage.


Chaotic Scream. Ranged Magic Attack:

  • d20+7 to hit, reach 30 ft. line, multi-target.

  • All creatures in a 30 ft. line must make a DC 16 Constitution saving throw.

  • On a failed save, they take 4d6 thunder damage and are pushed 10 ft. back. On a successful save, they take half damage and are not pushed.

  • Creatures who fail the saving throw also have disadvantage on their next attack roll or ability check due to the disorienting effects of the scream.


Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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