| 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 |
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.
Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell's level of Psychic damage.
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
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8/26/2025 9:18:08 PM
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4
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0
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1
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Coming Soon
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