| 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 |
Combat. Crash is an ally to you and your allies. In combat, he shares your Initiative count, and functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, Crash takes his turn immediately after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. Crash disappears if it drops to 0 Hit Points or if you die. When it disappears, he leaves behind anything he was wearing or carrying.
Life Bond. When you regain Hit Points from a level 1+ spell, Crash regains the same number of Hit Points if you’re within 5 feet of him.
Speed 60 ft., Fly 60 ft.
Magic items
Crash can equip either Horseshoes of Speed (+30 ft. movement) or Horseshoes of a Zephyr (allow creature to move normally while floating 4 inches above a surface; ignoring difficult terrain, leaving no tracks, and able to move on non-solid or unstable terrain).
Saddle of the Cavalier While a rider is in this saddle, they can't be dismounted against your will if you're conscious, and attack rolls against Crash have disadvantage.
Otherworldly Slam. Melee Attack Roll: +8 to hit 5 ft. Reach. Hit: 1d8 + 4 Psychic damage.
Fey Step (Recharges after a Long Rest).The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.
Description
you know him, you love him