Otherworldly Steed CR: ---
Large celestial, fey, or fiend (choose when casting the spell), neutral
Armor Class: 10 + 1 per spell level (natural armor)
Hit Points: 5 + 10 per spell level (the steed has a number of hit dice [d10s] equal to the spell's level)
Speed:
60 ft
, fly: 60 ft
Skills: Proficency Bonus equals your bonus
Senses: Fly requires 4th-level spell or higher
Passive Perception 11
Languages: Telepathy 1 mile (only between you and the steed)
Challenge Rating: ---
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
Otherworldly Maul. Melee Spell Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 + the spell’s level of Radiant damage (Celestial), Psychic damage (Fey), or Necrotic damage (Fiend).
Bonus Action
Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away.
Fell Glare (Fiend Only; Recharges after a Long Rest).
The steed’s eyes gleam with fiendish light as it targets one creature it can perceive up to 60 feet away. The target must succeed on a Wisdom saving throw against your Spell Save DC or have the Frightened condition until the end of your next turn.
Healing Touch (Celestial Only; Recharges after a Long Rest). The steed touches another creature and restores a number of Hit Points to it equal to 2d8 + the spell’s level.