Trampling Charge. If the horse moves at least 20 ft. 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 horse can make another attack with its hooves against it as a bonus action.
Unbridled Frenzy. If the Chaos Steed's rider goes unconscious, dies, or reaches 0 hit points, the faithful steed will go into a frenzy in an attempt to retrieve or protect it's rider. For 1 minute the steed can take two (2) actions per turn.
Multiattack. The Chaos Steed makes two attacks; one with it's Hooves, and one with its Bite/Barding Slash
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 4 (1d6) neucrotic damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) piercing damage plus 7 (2d6) neucrotic damage.
Barding Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
The dark stallions ridden by the Chaos Knights, the Chaos Steeds, are as strong and fierce as their riders. No normal horses are these, but coal-black chargers with demonic ichor for blood, needle-sharp teeth and the intelligence of cruel men. A Chaos Steed’s head and flanks are protected by sculpted plates of thick, metal barding that no normal steed could bear, and they gore and slash those before them with bladed horns and hooves. It is said that these evil steeds are gifts from the Demon Lords' themselves, and that they are subservient to their master alone.
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