Haste. The hellsteed has advantage on Initiative rolls.
Illumination. The hellsteed sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Two Heads. The hellsteed has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Multiattack. The hellsteed makes two attacks with its hooves or uses its Frightful Presence ability.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) fire damage.
Frightful Presence. Each creature of the hellsteed's choice that is within 120 feet of the hellsteed and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hellsteed's Frightful Presence for the next 24 hours.
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