Mounted. During a long rest, the horse can designate one creature that rode it within the last 10 days as its rider. The horse gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The horse uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects.
Horsepower. The horse begins charging if it moves at least 15 feet in a straight line and continues charging un-til it stops moving forward. While charging, the horse’s long jump is up to 30 feet and it ignores difficult terrain.
Combat Stomp. Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked prone.
Battle Neigh (1/Day). The horse lets out a mighty bellow. Allied creatures within 10 feet of the horse that can hear it gain 2d6 temporary hit points. Each enemy within 10 feet of the horse that can hear it must succeed on a DC 9 + PB Wisdom saving throw or be frightened of the horse until the end of the enemy’s next turn.
War Charge (3/Day). The horse gains resistance to bludgeoning, piercing, and slashing damage, doesn’t provoke opportunity attacks when it moves out of an enemy’s reach, and can move through spaces occupied by other creatures until the end of its turn. If the horse charges on the same turn, each creature in the horse’s way must make a DC 12 + PB Strength saving throw or take 13 (2d8 + 4) bludgeoning damage and be knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.
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