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Returning 35 results for 'more steed with only all for for large'.
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more speed with only all for for large
Spells
Player’s Handbook
A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit
, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the
Spells
Player’s Handbook
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
level for the spell’s level in the stat block.
Otherworldly Steed
Large Celestial, Fey, or Fiend (Your Choice), Neutral
AC 10 + 1 per spell level
HP 5 + 10 per spell level (the steed has a
Magic Items
Dungeon Master’s Guide
) for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
Giant Fly
Large Beast, Unaligned
AC 11 Initiative +1 (11)
HP 19
been used, it can’t be used again until 15 days have passed.
Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour
Monsters
Eberron: Rising from the Last War
Bonding. The steed can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the steed bonds
with a different creature or until the bonded creature dies. While bonded, the steed and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.Hooves
Monsters
Waterdeep: Dragon Heist
attacks). He has the following paladin spells prepared:
1st level (4 slots): command, protection from evil and good, thunderous smite
2nd level (3 slots): branding smite, find steed
3rd level (2
, ending the effect on itself on a success.Ziraj is a half-orc hunter who wields an oversized bow that shoots correspondingly large arrows. He is the Master of Assassination for the Black Network. If Ziraj
Phantom Steed
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and
bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The
Figurine of Wondrous Power
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
functions differently from the others. Their properties are as follows:
The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or
Steed);Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Phantom Steed Level 3 Illusion (Wizard) NIKKI DAWES Phantom Steed Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature
spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Phantom Steed Level 3 Illusion (Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large, quasi-real, horselike creature appears on the ground in an
smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see “Creature Stat Blocks
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
steed that disappeared or a different one. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block. Otherworldly Steed Large Celestial, Fey, or Fiend (Your
Find Steed Level 2 Conjuration (Paladin) Casting Time: Action
Range: 30 feet
Component: V, S
Duration: Instantaneous
You summon an otherworldly being that appears as a loyal steed in an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
steed that disappeared or a different one. Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block. Otherworldly Steed Large Celestial, Fey, or Fiend (Your
Find Steed Level 2 Conjuration (Paladin) Casting Time: Action
Range: 30 feet
Component: V, S
Duration: Instantaneous
You summon an otherworldly being that appears as a loyal steed in an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Phantom Steed 3rd-level illusion (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour A Large quasi-real, horselike creature appears on the ground in an unoccupied space
carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
or social opportunity for the target’s confidant, leaving the target isolated.
2 Deliver a lavish gift to the target, such as a large sculpture or a steed, at an inappropriate time.
3 Make
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
brimstone as quickly as it appeared. Dread Steed. Also called a “demon horse” or “hell horse,” the nightmare serves as a steed for creatures of exceptional evil, carrying demons, devils, death knights
magic. Nightmare
Large fiend, neutral evil
Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 60 ft., fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Nightmare Dread Steed of the Lower Planes Habitat: Planar (Lower Planes); Treasure: None Alejandro Pacheco Nightmares resemble horses with flaming manes, burning hooves, and smoldering eyes. They
coveted by evildoers. Roll on or choose a result from the Nightmare Riders table to inspire what might employ a nightmare steed. Nightmare Riders 1d6 The Nightmare Carries... 1 The champion or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Hippogriff World-Traveling Hunter and Steed Habitat: Grassland, Hill, Mountain; Treasure: None Axel Defois Part hunting bird, part horse, hippogriffs are majestic creatures that hunt
geoglyph. 5 Nest full of hippogriff eggs atop a spire. 6 Portal to the Feywild or an Upper Plane. Hippogriff Large Monstrosity, Unaligned
AC 11 Initiative +1 (11)
HP 26 (4d10 + 4)
Speed 40 ft., Fly
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Nightmare Also called a “demon horse” or “hell horse,” the nightmare serves as a steed for creatures of exceptional evil. Nightmare
Large fiend, neutral evil
Armor Class 13 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Valenar Steed Large fey, neutral
Armor Class 13
Hit Points 22 (3d10 + 6)
Speed 60 ft
rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted. The Valenar animals presented here—hawk, hound, and steed—are but examples
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, swooping in to make attacks with its beak and claws before flying out of reach. Dragonnel
Large Dragon, Typically Neutral
Armor Class 13 (natural armor)
Hit Points 58 (9d10 + 9)
Speed 30 ft
.
DRAGONNEL STEEDS
With the DM’s permission, a paladin can summon a spirit in the form of a dragonnel using the find greater steed spell, which appears in Xanathar’s Guide to Everything.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Let a group navigate its territory unharmed. 5 Let someone pretend to slay it in battle. 6 Scare or threaten someone. 7 Serve a creature as a steed until the sun sets. 8 Try to locate something from its
vantage point in the sky. Manticore Large Monstrosity, Lawful Evil
AC 14 Initiative +3 (13)
HP 68 (8d10 + 24)
Speed 30 ft., Fly 50 ft.
Ability Score Mod Save Str 17 +3 +3 Dex 16 +3 +3
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Pegasus Elusive Winged Steed Habitat: Forest, Grassland, Hill, Planar (Upper Planes); Treasure: None Alejandro Pacheco Winged, sapient horses of noble bearing, pegasi are as majestic as they are
order. Pegasus Large Celestial, Chaotic Good
AC 12 Initiative +2 (12)
HP 59 (7d10 + 21)
Speed 60 ft., Fly 90 ft.
Ability Score Mod Save Str 18 +4 +4 Dex 15 +2 +4 Con 16 +3 +5 Ability
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to Right: Serpentine Owl, Obsidian Steed, Marble Elephant, and Onyx Dog Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been
used, it can’t be used again until 5 days have passed. Giant Fly
Large beast, unaligned
Armor Class 19 (3d10 + 3)
Hit Points 19
Speed 30 ft., fly 60 ft.
STR
14 (+2)
DEX
13
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
-mounted hussars. An archon appears as an armored humanoid figure, nearly always mounted. Its face is usually shadowed beneath a large hood; those who have seen beneath the hood describe a face of celestial
end of another creature’s turn. The archon regains spent legendary actions at the start of its turn.
Rejoin Mount. If the archon isn’t mounted, it magically teleports to its steed and mounts it as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
description. Conceptopolis Figurines of Wondrous Power (Obsidian Steed, Ebony Fly, Marble Elephant, Onyx Dog, Golden Lions) Bronze Griffon (Rare) This bronze statuette is of a griffon rampant. It
days have passed.
Giant Fly Large Beast, Unaligned
AC 11 Initiative +1 (11)
HP 19 (3d10 + 3)
Speed 30 ft., Fly 60 ft.
Ability Score Mod Save
STR 14 +2 +2
DEX 13 +1 +1
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Griffon Griffon
Large monstrosity, unaligned
Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 30 ft., fly 80 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
2
only ones able to raise these creatures safely. Once trained, a griffon is a fierce and loyal steed. It bonds with one master for life, fighting to the death to protect that rider. A griffon mount
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
knife. Click to see the answer! Key
It can be as large as a nation or as small as a rock, as intangible as words or as solid as a box; sometimes life-threatening, often just a plaything, but always
champion of my liege, I’ll fight loyally for my kingdom on foot or on steed. Click to see the answer! Knight
My opposite is discord, and fairness is my friend; when you walk the tightrope, you pray you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. Giant Fly
Large
created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: The goat of traveling can become a Large goat with the same statistics as a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
become a Lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed.
Giant Fly Large Beast, Unaligned
AC 11 Initiative +1 (11)
HP 19 (3d10 + 3)
Speed 30
until 15 days have passed.
Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
creatures pass through the tunnel again. M2: Fallen Shop Mismatched bones lie scattered around this large chamber. Though the cavern itself is natural, its ceiling has caved in—and with it, part of a
room. On the north wall hangs a long stone slab that features a bas-relief depicting dragons bowing respectfully over a large dragon corpse. A dragon skull is mounted on the east wall.
This room was
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Hunter Ziraj is a half-orc hunter who wields an oversized bow that shoots correspondingly large arrows. He is the Master of Assassination for the Black Network. If Ziraj sets out to kill someone, it’s
level (3 slots): branding smite, find steed
3rd level (2 slots): blinding smite, dispel magic
Actions
Multiattack. Ziraj makes three attacks with his glaive or with his oversized longbow
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Granny Nightshade puts children to work in her toy shop. The hag has a large key protruding from her back, almost like she’s a big wind-up toy herself. Centaur An aged centaur named Winterbow
big enough to hold two Medium characters and their gear. Any character who succeeds on a DC 15 Wisdom (Animal Handling) check can calm Juniper and use her as a steed. The owlbear must be fed at least 8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
features: Set into the alabaster floor is a large symbol in black marble, depicting a winged snake biting a coin. Characters recognize this as the symbol of the Zhentarim. (The coin conceals an alarm
room descend 10 feet farther to area E13. This room contains the following features: Across from the stairs stands a large bed with purple sheets. Sitting on the edge of the bed is a handsome young male
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, reading a book. Large framed pictures of cities and landscapes hang on the walls, and a worn, blood-spattered rug covers the floor. Other furnishings include a pair of rocking chairs, a couch, and an
languages, phantasmal force, and phantom steed. K9. Bridge and Walkway A wooden bridge connects the two towers 20 feet above the ground, and a walkway attached to the bridge encircles the outside of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
transport. Crypt 4 Prince Ariel du Plumette (Ariel the Heavy) If the characters open the door to this crypt, read: The apparition of a large, rotund man forms within the dark crypt, its eyes wild with
insanity. Large, artificial wings unfold from its back. Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the






