Large Fey, Typically Neutral Good
Armor Class 13
Hit Points 22 (3d10 + 6)
Speed 60 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
15 (+2)
CHA
11 (+0)
Skills Perception +4
Senses Passive Perception 14
Languages understands Common, Elvish, and Sylvan but can’t speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Bonding. The steed can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the steed bonds with a different creature or until the bonded creature dies. While bonded, the steed and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 3) bludgeoning damage.

Description

The elves of Ofica recount that when their forebears communed with the spirits of the enchanted Elmwood forest, elf druids would assume the forms of the various fey creatures. However, an ancient curse laid by the vengeful sorcerer Morgalth trapped these druids in the forms of animals. Just as the ancestors of the Ofican elves guide their druids in their rituals, the spirits of these druids can awaken power in a steed to create a companion worthy of a champion.

Chokurri Steeds are awakened to advanced intelligence and powered by the touch of an ancestral spirit. Traditionally, these steeds choose Ofican elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Chokurri Steed is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Chokurri Steed chooses an adventurer of a different ancestry as a companion, it is universally accepted.

Variant: Ancestral Traits

Each Chokurri Steed can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Chokurri Steed.

d8 Trait
1 Bestow Luck (1/Day). As a bonus action, the steed chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage.
2 Burst of Speed (Recharge 6). The steed can take the Dash action as a bonus action.
3 Camouflage. The steed has advantage on Dexterity (Stealth) checks it makes while outdoors.
4 Lie Detector. The steed knows when a creature within 15 feet of it tells a lie.
5 Fey Ancestry. The steed has advantage on saving throws against being charmed or frightened, and magic can’t put it to sleep.
6 Fey Step (1/Day). The steed, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.
7 Quickness (Recharge 6). The steed can take the Dodge action as a bonus action.
8 Shrouded Step. The steed can’t be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.

Monster Tags: Misc Creaturebeast companion

Habitat: ForestGrassland

gamemasterbeas

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