Free interactive D&D 5e SRD stat block

Pegasus

Large Celestial, CR 2, AC 12, 59 HP. Chaotic Good.

Large Celestial, Chaotic Good

AC
12
Initiative
+2 (12)
HP
59 (7d10+21)
Speed
60 ft., Fly 90 ft.
ScoreModSave
STR 18 +4 +4
DEX 15 +2 +4
CON 16 +3 +5
INT 10 +0 +0
WIS 15 +2 +4
CHA 13 +1 +3
Skills
Perception +6
Senses
Passive Perception 16
Languages
Understands Celestial, Common, Elvish, and Sylvan but can't speak
CR
2 (XP 450; PB +2)

Actions

Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6+4) Bludgeoning damage plus 5 (2d4) Radiant damage.

How to run Pegasus

A pegasus on the party's side is a flying mount with opinions. Chaotic Good Celestial, understands Celestial, Common, Elvish, and Sylvan but does not speak any of them, which makes every interaction a dialogue of nods and refusals. Treat it as an NPC with strong moral instincts and a 90 ft. fly speed, and the scene writes itself.

The setup is consent. A pegasus chooses its rider, and the choice is rarely the highest-Charisma party member. Run the meeting as a moment of mutual recognition: maybe the paladin's oath, maybe the druid's quiet patience. Once accepted, the pegasus carries the rider at 90 ft. of fly with a Large carrying capacity, enough for light or medium armor. It will not carry chains, slaves, or anyone the rider has lied to it about. If the party tries to load contraband, the pegasus refuses to lift off and the rider has to figure out why.

In a fight, the pegasus is a hit-and-run platform. The rider takes the shot from above, the pegasus uses its 90 ft. fly to clear out, then loops back next round. If forced to engage, Hooves at +6 with 5 ft. reach land 7 bludgeoning plus 5 radiant for 12 average per hit. One attack per round, no Multiattack. This is a courier with hooves, not a damage dealer. Passive Perception 16 catches ambushes the party misses, and the pegasus will spook visibly when something invisible is nearby. Use that.

The exit comes when the pegasus's purpose is served. If a higher celestial sent it to escort the party through one journey, it leaves at the destination and does not stay for the wedding. If the rider has bonded with it across a campaign, the pegasus stays as long as the rider remains worthy. The threat of losing the pegasus is half the reason to give the party one.

Have the pegasus refuse to fly on the morning after a moral compromise. Don't explain. Let the table figure out what changed.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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