Champion’s Steed

Large beast, lawful good

20 (+5) 13 (+1) 18 (+4) 11 (+0) 15 (+2) 10 (+0)

Armor Class 11
Hit Points 38 (4d10 + 16)
Speed 50 ft.
Condition Immunities charmed, frightened
Senses passive Perception 12
Languages Celestial, telepathy 120 ft.
Challenge 1 (200 XP)

Special Traits

  • Sense Evil. If an aberration, celestial, elemental, fey, fiend or undead creature is within 30 feet of the steed, the steed is aware of the creature and can use a bonus action to indicate the creature’s presence by neighing or stamping its feet.
  • Trampling Charge. If the steed moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.


  • Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.


If they serve a paladin, these horses are willing steeds who, even when uncontrolled, are willing to join the fray of battle at need. If unmounted, champion steeds have been known to rescue travelers from evil things, or guide them to a safe place.


This beautiful white horse is strongly muscled, with thick lines and broad hooves.

Section 15: Copyright Notice

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