Greater Phantom Steed
5th-level illusion
- Casting Time: 10 minutes
- Range: 30 feet
- Components: V, S, M (a platinum horse miniature with amethyst eyes, worth 500 gp)
- Duration: 8 hours
- Classes: Wizard
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 30 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. You must assign a rider to the steed, and one rider may not be assigned multiple steeds. The steed uses the below statistics. In the stat block, replace any occurrence of "SAM" with your spellcasting ability modifier, "SAS" with your spellcasting ability score, and "SAB" with your spell attack bonus. The spell ends early if you use an action to dismiss it or if the steed drops to zero hit points.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is 24 hours; a 7th-level spell slot, 10 days; an 8th-level spell slot, 30 days; a 9th-level spell slot, until dispelled.
Art: Wizards of the Coast -- Icons of the Realms
Greater Phantom Steed
Large construct, unaligned
- Armor Class 10 + SAM (or 10 + 2 × SAM if summoned with an 8th-level or 9th-level spell slot)
- Hit Points 5 × SAM (or 10 × SAM if summoned with an 8th-level or 9th-level spell slot)
- Speed 80 ft.
STR DEX CON INT WIS CHA SAS SAS SAS ⅓ SAS ⅓ SAS ⅓ SAS
- Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhausted, Frightened, Paralyzed, Petrified, Poisoned
- Languages Understands telepathic communication from its rider but can't speak
- Challenge 1 (200 XP)
Illusory Nature. The steed does not need to eat, drink, breath, or sleep; is immune to disease; and is treated as an object with respect to all magical effects except purely damaging ones. The steed regains all hit points when its rider takes a long rest. Otherwise, it cannot regain hit points.
Swift Travel. During long-term travel, the steed can travel 20 miles (at a normal pace) or 30 miles (at a fast pace) per hour.
Fleeting Existence. When the spell that summoned the steed ends or the steed drops to 0 hit points, the steed gradually fades into nothingness, giving the rider 1 minute to dismount.
Telepathic Bond. The steed's rider can telepathically communicate with it as long as the steed and rider are on the same plane of existence and within 1 mile of each other. As a bonus action, the steed's rider may telepathically issue it a command that it will obey to the best of its ability until either the task is completed, the task is no longer able to be completed, it is given a new command, or its mounted rider guides it contrary to completing the task.
Summonable. As long as the steed and its rider are on the same plane of existence, its rider may focus on a summoning ritual (as if concentrating on a spell) using its action each turn for 1 minute. After maintaining concentration for the duration, the rider may summon the steed to an unoccupied point within 30 feet that it can see.
Rider Exclusivity. The steed refuses to obey the commands of any creature other than its rider, and other creatures that attempt to mount it slowly phase through the steed over the course of 1 round. If given no commands from its rider, the steed takes the Dodge action.
Actions
Hooves. Melee Spell Attack: SAB to hit, reach 5 ft., one target. Hit: 1d4 psychic damage. The damage increases by 1d4 when the steed's summoner reaches 5th level (2d4), 11th level (3d4), and 17th level (4d4).