Large Fey (Spirit), Neutral
AC 13 natural armor    Initiative +1 (11)
HP 25 (4d10 + 5)
Speed 60 ft., Swim 60 ft.
Mod Save
STR 18 +4 +4
DEX 12 +1 +1
CON 14 +2 +2
Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 8 −1 −1
Senses Darkvision 120 ft.; Passive Perception 11
Languages Telepathy 1 mile (works only with you)
CR 0 (XP 10; PB +2)
Traits

Otherworldly Hippocamp. The summoned hippocamp, Belleraphon, is a Fey spirit. He disappears if he drops to 0 hit points, you die after summoning, or you cast Find Steed again (in which case this steed disappears and is replaced by the new one)

Life Bond. When you regain Hit Points from a level 1+ spell, the Hippocamp regains the same number of Hit Points if you're within 5 feet of it.

Actions

Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Psychic damage.

Bonus Actions

Fey Step (Recharges after a Long Rest). The Hippocamp teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.

Description

Combat. The steed is an ally to you and your allies. In combat, it shares your initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.

Previous Versions

Name Date Modified Views Adds Version Actions
8/26/2025 9:18:08 PM
4
0
1
Coming Soon

Monster Tags: fey

Alkiri97

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