Daily (Special) Divine, summoning
Standard Action Ranged 5
Effect: A celestial warhorse appears in an unoccupied space
within range to obey your commands. The steed is an ally
to you and your allies, and it serves as a mount to you or
one ally you designate. While the steed is serving as a
mount, the normal rules for mounted combat apply (see
the rules Compendium).
The only actions that the steed can take while riderless
are move actions and free actions. When the steed makes
a check, you make the roll using your game statistics, not
including any temporary bonuses or penalties.
The steed lasts until it drops to 0 hit points, at which
point you lose a healing surge (or hit points equal to your
surge value if you have no surges left). otherwise, it lasts
until you dismiss it as a minor action or until you start an
extended rest.
Special: You can use this power twice per day. However, if the
steed drops to 0 hit points, you cannot use the power again
until after an extended rest.
Celestial Warhorse
Large immortal beast (mount)
HP your bloodied value initiative equal to yours
Healing surges none, but you Perception equal to yours
can spend a healing surge for the
steed if an effect allows it to spend one
defenses your defenses, not including any temporary bonuses
or penalties
Speed 8
Traits
charger (mount)
The steed’s rider gains a +5 bonus to damage rolls on
charge attacks.
Standard Actions
Kick At-Will
Attack: melee 1 (one creature); your level + 5 vs. AC
Hit: 2d6 + your Charisma modifier damage.
Trample Encounter
Effect: The warhorse moves up to its speed and can move
through enemies’ spaces during the move, if that enemy is
medium size or smaller. Each time the warhorse enters an
enemy’s space for the first time during the move, it makes
the following attack against that enemy.
Attack: melee 0; your level +3 vs. reflex
Hit: 2d8 + your Charisma modifier damage, and the enemy
falls prone.