Arion, the Divine Steed
“Meet Arion, the Divine Speedster: A Legendary Horse of Myths and Heroes!”
- Pantheon: Hellenic Pantheon
- Title: Swift Divine Steed
- Symbol: A black horse with a fiery mane
- Home Plane: Material Plane
- Level: Mythical creature, not bound by traditional levels
- Alignment: Neutral Good
- Aliases: Areion, Divine Warhorse
- Superior: N/A
- Traditional Allies: Heroes, demigods, Poseidon
- Traditional Foes: Monsters, evil deities
- Divine Artifact: None
- Servants: None
- Servitor Creatures: None
- Sacred Animal: Horses
- Manifestations: None
- Portfolio: Speed, heroism, bravery
- Domains: Travel, Protection, Animal
- Favored Weapon: None
- Favored Class: None
- Favored Race: None
- Gender: Male
- Abode/Base of Operations: None; roams freely in the mortal world
- Affiliation(s): None
- Significant Others: None
Arion, the majestic and mythical horse, is a creature of divine heritage. With an ebony coat that glistens like the darkest night and a mane flowing like a cascade of shadows, Arion stands as a symbol of both beauty and swiftness.
His eyes, like obsidian orbs, exude an air of wisdom and cunning. His powerful physique is sculpted, showcasing rippling muscles that accentuate his incredible speed. Arion’s hooves, designed for the racetrack of the heavens, make him the embodiment of grace and strength, while his breath carries the essence of the ocean, for he is the offspring of Poseidon himself.
In every stride, Arion’s aura resonates with the legends of his deeds, evoking a sense of both awe and reverence.
Arion, the Divine Steed
Large celestial (mythical horse), neutral
Armor Class 18 (natural armor) Hit Points 189 (18d10 + 90) Speed 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 18 (+4) | 20 (+5) | 10 (0) | 14 (+2) | 18 (+4) |
Skills Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages understands Celestial but can’t speak
Challenge 12 (8,400 XP)
Legendary Resistance (3/Day). If he fails a saving throw, he can choose to succeed instead.
Magic Resistance. He has advantage on saving throws against spells and other magical effects.
Magic Weapons. Arion’s attacks are magical.
Innate Spellcasting. His spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components:
- At will: speak with animals
- 3/day each: haste, misty step
Keen Hearing and Smell. Arion has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiattack. Arion makes two attacks: one with his hooves and one with his bite.
- Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 6) bludgeoning damage.
- Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 6) piercing damage.
Legendary Actions Arion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Arion regains spent legendary actions at the start of his turn.
- Hooves. He makes one hooves attack.
- Charge (Costs 2 Actions). He moves up to his speed. He can then make one hooves attack and attempt to shove a creature with a successful hooves attack.
- Celestial Neigh (Costs 3 Actions). He emits a resounding celestial roar. Each creature of Arion’s choice within 60 feet of him that can hear him must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Arion’s Celestial Roar for the next 24 hours.
Actions
Stunning Gallop. Arion moves up to his speed and can run through the spaces of other creatures. Each creature he moves through must make a DC 18 Strength saving throw or be knocked prone. If a creature fails the saving throw by 5 or more, it is also stunned until the end of its next turn. A creature that succeeds on the saving throw is pushed 5 feet to the nearest unoccupied space, taking 1d6 bludgeoning damage for every 5 feet moved.
Teleport (Recharge 5-6). He magically teleports to an unoccupied space he can see within 60 feet.
Mythic Majesty. He can issue an inspiring presence to calm emotions and bolster allies. All friendly creatures within 60 feet of Arion have advantage on saving throws against being frightened and charmed and can’t be stunned while they can see him. This effect lasts for 1 minute.
Lair Actions On initiative count 20 (losing initiative ties), Arion can take a lair action to cause one of the following magical effects. Arion can’t use the same effect two rounds in a row:
- Divine Blessing. He can cast heal on himself.
- Celestial Swiftness. He can cast haste on himself without concentration.
- Mythic Aura. Arion’s Mythic Majesty extends its effect to all friendly creatures within 120 feet.