Extra statblocks for enhanced versions of Find Steed (either by item, feature or a blessing)
Ideas:
Group by Plane groups (3-4 statblocks with options in each)
Inner Planes (Beast, Fey, Monstrosity or Undead)
Elemental (Air, Earth , Fire, Water
Outer Planes (Celestial, Fiend, Aberration)
Primordial (Dragon, Giant, Plant)
Group by specific planes (7+ statblocks)
Group by types (14 statblocks, some with options)
Just use Spirit block from Summon X spells but allow to be Large
Examples (Statblock by Type)
Undead Steed
Medium or Large Undead
Armor Class: 10 + spell level
Hit Points: 10 x spell level
Speed: 60ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
14 (+2)
6 (–2)
12 (+1)
8 (–1)
Damage Immunities: necrotic, poison
Condition Immunities: charmed, frightened, poisoned
Senses: Passive Perception 11
Languages: understands the languages you do but can't speak
Challenge: -
Proficiency Bonus: equals your bonus
Steed Form. When you summon the steed, you decide its appearance and size (Medium or Large).
Life Bond. When you regain Hit Points from a spell of 1st level or higher, the steed regains the same number of Hit Points if you’re within 5 feet of it.
Magic Resistance. The steed has advantage on saving throws against spells and other magical effects.
Charge. If the steed moves at least 20 feet straight toward a creature and then hits it with a maul attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, the steed can make another maul attack as a bonus action.
Undead Fortitude. If damage reduces the steed to 0 hit points, it can make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the steed drops to 1 hit point instead.
Flight (4th-level or higher). If you cast the spell at 4th-level or higher, the steed gains a flying speed equal to its walking speed.
Actions
Maul. Melee Spell Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 +the spell’s level of bludgeoning or necrotic damage (your choice). This attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bonus Actions
Horrifying Visage (Recharges after a short or long rest). The steed chooses a creature that it can see within 30 feet. The target must succeed on a Wisdom saving throw against your Spell Save DC or become frightened of the steed until the end of its next turn.
Examples (Group by Plane Groups)
Steed of the Inner Planes
Medium or Large Beast, Fey, Monstrosity or Undead
Armor Class: 10 + spell level
Hit Points: 5 + 5 x spell level
Speed: 60ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
14 (+2)
6 (–2)
12 (+1)
8 (–1)
Condition Immunities: charmed
Senses: Passive Perception 11
Languages: understands the languages you do but can't speak
Challenge: -
Proficiency Bonus: equals your bonus
Steed Form. When you summon the steed, you decide its appearance, its size (Medium or Large), and its type (beast, fey, monstrosity or undead). Your chosen type determines certain traits in this statblock.
Life Bond. When you regain Hit Points from a spell of 1st level or higher, the steed regains the same number of Hit Points if you’re within 5 feet of it.
Magic Resistance (Fey Only). The steed has advantage on saving throws against spells and other magical effects.
Charge (Beast or Monstrosity Only). If the steed moves at least 20 feet straight toward a creature and then hits it with a maul attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, the steed can make another maul attack as a bonus action.
Undead Fortitude (Undead Only). If damage reduces the steed to 0 hit points, it can make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the steed drops to 1 hit point instead.
Actions
Maul. Melee Spell Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 +the spell’s level of slashing damage (beast or monstrosity), psychic damage (fey), or necrotic damage (undead). This attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bonus Actions
Fey Step (Fey Only, Recharges after a short or long rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away.
Tough Hide (Beast Only, Recharges after a short or long rest). The steed gains temporary hit points equal to five times the spell's level.
Horrifying Visage (Monstrosity or Undead Only, Recharges after a short or long rest). The steed chooses a creature that it can see within 30 feet. The target must succeed on a Wisdom saving throw against your Spell Save DC or become frightened of the steed until the end of its next turn.
Steed of the Elemental Planes
Medium or Large Elemental
Armor Class: 10 + spell level
Hit Points: 5 + 5 x spell level
Speed: 60ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
14 (+2)
6 (–2)
12 (+1)
8 (–1)
Damage Resitances: lightning and thunder (Air only); piercing and slashing (Earth only); fire (Fire only), acid and cold (Water only)
Condition Immunities: charmed
Senses: Passive Perception 11
Languages: understands the languages you do but can't speak
Challenge: -
Proficiency Bonus: equals your bonus
Steed Form. When you summon the steed, you decide its appearance, its size (Medium or Large), and its element (Air, Earth, Fire or Water). Your chosen element determines certain traits in this statblock.
Life Bond. When you regain Hit Points from a spell of 1st level or higher, the steed regains the same number of Hit Points if you’re within 5 feet of it.
Actions
Maul. Melee Spell Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 +the spell’s level of thunder damage (Air), bludgeoning damage (Earth), fire (Fire) or cold damage (water). This attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bonus Actions
TBD (Air Only, Recharges after a short or long rest).TBD, likely jump
TBD (Earth Only, Recharges after a short or long rest).TBD, spike growth style
TBD (Fire Only, Recharges after a short or long rest).TBD, likely breath weapon
TBD (Water Only, Recharges after a short or long rest).TBD
Steed of the Outer Planes
Medium or Large Aberration, Celestial, Construct or Fiend
Armor Class: 10 + spell level
Hit Points: 5 + 5 x spell level
Speed: 60ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
14 (+2)
6 (–2)
12 (+1)
8 (–1)
Condition Immunities: charmed
Senses: Passive Perception 11
Languages: understands the languages you do but can't speak
Challenge: -
Proficiency Bonus: equals your bonus
Steed Form. When you summon the steed, you decide its appearance, its size (Medium or Large), and its type (Aberration, Celestial, Construct or Fiend). Your chosen type determines certain traits in this statblock.
Life Bond. When you regain Hit Points from a spell of 1st level or higher, the steed regains the same number of Hit Points if you’re within 5 feet of it.
TBD (Aberration Only).TBD
TBD (Celestial Only).TBD
Constructed Resilience (Construct Only). The steed is immune to poison damage and the poisoned condition.
TBD (Fiend Only).TBD
Actions
Maul. Melee Spell Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 +the spell’s level of psychic damage (aberration), radiant damage (celestial), bludgeoning (construct) or poision damage (fiend). This attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bonus Actions
TBD (Aberration Only, Recharges after a short or long rest).TBD
TBD (Celestial Only, Recharges after a short or long rest).TBD
TBD (Construct Only, Recharges after a short or long rest).TBD
Infernal Glare (Fiend Only, Recharges after a short or long rest). The steed chooses a creature that it can see within 30 feet. The target must succeed on a Wisdom saving throw against your Spell Save DC or become frightened of the steed until the end of its next turn.
Extra statblocks for enhanced versions of Find Steed (either by item, feature or a blessing)
Ideas:
Examples (Statblock by Type)
Undead Steed
Medium or Large Undead
Armor Class: 10 + spell level Hit Points: 10 x spell level Speed: 60ft.
Damage Immunities: necrotic, poison Condition Immunities: charmed, frightened, poisoned Senses: Passive Perception 11 Languages: understands the languages you do but can't speak Challenge: - Proficiency Bonus: equals your bonus
Steed Form. When you summon the steed, you decide its appearance and size (Medium or Large).
Life Bond. When you regain Hit Points from a spell of 1st level or higher, the steed regains the same number of Hit Points if you’re within 5 feet of it.
Magic Resistance. The steed has advantage on saving throws against spells and other magical effects.
Charge. If the steed moves at least 20 feet straight toward a creature and then hits it with a maul attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, the steed can make another maul attack as a bonus action.
Undead Fortitude. If damage reduces the steed to 0 hit points, it can make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the steed drops to 1 hit point instead.
Flight (4th-level or higher). If you cast the spell at 4th-level or higher, the steed gains a flying speed equal to its walking speed.
Actions
Maul. Melee Spell Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 +the spell’s level of bludgeoning or necrotic damage (your choice). This attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bonus Actions
Horrifying Visage (Recharges after a short or long rest). The steed chooses a creature that it can see within 30 feet. The target must succeed on a Wisdom saving throw against your Spell Save DC or become frightened of the steed until the end of its next turn.
Examples (Group by Plane Groups)
Steed of the Inner Planes
Medium or Large Beast, Fey, Monstrosity or Undead
Armor Class: 10 + spell level Hit Points: 5 + 5 x spell level Speed: 60ft.
Condition Immunities: charmed Senses: Passive Perception 11 Languages: understands the languages you do but can't speak Challenge: - Proficiency Bonus: equals your bonus
Steed Form. When you summon the steed, you decide its appearance, its size (Medium or Large), and its type (beast, fey, monstrosity or undead). Your chosen type determines certain traits in this statblock.
Life Bond. When you regain Hit Points from a spell of 1st level or higher, the steed regains the same number of Hit Points if you’re within 5 feet of it.
Magic Resistance (Fey Only). The steed has advantage on saving throws against spells and other magical effects.
Charge (Beast or Monstrosity Only). If the steed moves at least 20 feet straight toward a creature and then hits it with a maul attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, the steed can make another maul attack as a bonus action.
Undead Fortitude (Undead Only). If damage reduces the steed to 0 hit points, it can make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the steed drops to 1 hit point instead.
Actions
Maul. Melee Spell Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 +the spell’s level of slashing damage (beast or monstrosity), psychic damage (fey), or necrotic damage (undead). This attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bonus Actions
Fey Step (Fey Only, Recharges after a short or long rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away.
Tough Hide (Beast Only, Recharges after a short or long rest). The steed gains temporary hit points equal to five times the spell's level.
Horrifying Visage (Monstrosity or Undead Only, Recharges after a short or long rest). The steed chooses a creature that it can see within 30 feet. The target must succeed on a Wisdom saving throw against your Spell Save DC or become frightened of the steed until the end of its next turn.
Steed of the Elemental Planes
Medium or Large Elemental
Armor Class: 10 + spell level Hit Points: 5 + 5 x spell level Speed: 60ft.
Damage Resitances: lightning and thunder (Air only); piercing and slashing (Earth only); fire (Fire only), acid and cold (Water only) Condition Immunities: charmed Senses: Passive Perception 11 Languages: understands the languages you do but can't speak Challenge: - Proficiency Bonus: equals your bonus
Steed Form. When you summon the steed, you decide its appearance, its size (Medium or Large), and its element (Air, Earth, Fire or Water). Your chosen element determines certain traits in this statblock.
Life Bond. When you regain Hit Points from a spell of 1st level or higher, the steed regains the same number of Hit Points if you’re within 5 feet of it.
Actions
Maul. Melee Spell Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 +the spell’s level of thunder damage (Air), bludgeoning damage (Earth), fire (Fire) or cold damage (water). This attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bonus Actions
TBD
(Air Only, Recharges after a short or long rest).TBD, likely jump
TBD
(Earth Only, Recharges after a short or long rest).TBD, spike growth style
TBD
(Fire Only, Recharges after a short or long rest).TBD, likely breath weapon
TBD
(Water Only, Recharges after a short or long rest).TBD
Steed of the Outer Planes
Medium or Large Aberration, Celestial, Construct or Fiend
Armor Class: 10 + spell level Hit Points: 5 + 5 x spell level Speed: 60ft.
Condition Immunities: charmed Senses: Passive Perception 11 Languages: understands the languages you do but can't speak Challenge: - Proficiency Bonus: equals your bonus
Steed Form. When you summon the steed, you decide its appearance, its size (Medium or Large), and its type (Aberration, Celestial, Construct or Fiend). Your chosen type determines certain traits in this statblock.
Life Bond. When you regain Hit Points from a spell of 1st level or higher, the steed regains the same number of Hit Points if you’re within 5 feet of it.
TBD
(Aberration Only).TBD
TBD
(Celestial Only).TBD
Constructed Resilience (Construct Only). The steed is immune to poison damage and the poisoned condition.
TBD
(Fiend Only).TBD
Actions
Maul. Melee Spell Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 +the spell’s level of psychic damage (aberration), radiant damage (celestial), bludgeoning (construct) or poision damage (fiend). This attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bonus Actions
TBD
(Aberration Only, Recharges after a short or long rest).TBD
TBD
(Celestial Only, Recharges after a short or long rest).TBD
TBD
(Construct Only, Recharges after a short or long rest).TBD
Infernal Glare (Fiend Only, Recharges after a short or long rest). The steed chooses a creature that it can see within 30 feet. The target must succeed on a Wisdom saving throw against your Spell Save DC or become frightened of the steed until the end of its next turn.