AC 15    Initiative +1 (11)
HP 55 (5d10 + 5)
Speed 60 ft., Fly 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 Passive Perception 11
Languages Telepathy 1 mile (works only with you)
CR 0 (XP 10; PB +2)
Traits

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

Proficiency Bonus of the Steed equals your Proficiency Bonus.

Actions

Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier to hit, reach 5 ft. Hit: 9 (1d8 + 5) Radiant damage.

Bonus Actions

Healing Touch.(Recharges after a Long Rest) One creature within 5 feet of the steed regains a number of Hit Points equal to 13 (2d8 + 5).

Description

You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.

The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.

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.

Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.

EtiZuni

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