The White Horse
System: Pathfinder | SRD
The White Horse
CR 25
XP 1638400
Init +13
;
Senses darkvision 60 ft., scent, true seeing ; Perception +38
Defense
AC 43, touch 23, flat-footed 33 (+4 deflection, +9 Dex, +1 dodge, +20 natural, –1 size)
hp 555 (30d10+390); fast healing 20
Fort +27,
Ref +30,
Will +28
DR 15/epic and good
Immune ability damage, ability drain, acid, death effects, disease, energy drain, negative levels, poison
Resist cold 30, electricity 30, fire 30
SR 36
Offense
Speed 90 ft.; air walk
Melee bite +39 (6d10+10/19–20 plus energy drain), 2 hooves +39 (8d8+15/19–20 plus energy drain)
Space 10 ft.,
;
Reach 10 ft.
Special Attacks apocalyptic breath weapon, crushing hooves, trample (4d10+15 plus energy drain, DC 32)
Spell-Like Abilities (CL 25th; concentration +32)
Aura unholy aura (DC 25)
CMB +41 (+45 bull rush)
CMD 65 (67 vs. bull rush, 69 vs. trip)
Statistics
Str 30,,
Dex 28,,
Con 36,,
Int 13,,
Wis 21,,
Cha 25
Base Atk +30
Feats Combat Casting , Combat Reflexes , Critical Focus , Dodge , Greater Bull Rush , Improved Bull Rush , Improved Critical (bite , hoof), Improved Initiative , Improved Iron Will , Iron Will , Mobility , Power Attack , Spring Attack , Staggering Critical
Skills Acrobatics +42, Intimidate +40, Knowledge (planes) +34, Perception +38, Sense Motive +38, Stealth +38, Survival +38
Languages Abyssal, Infernal; telepathy 300 ft.
SQ favor of the four
Special Abilities
Apocalyptic Breath Weapon (Su) Each apocalypse horse has a breath weapon it can use once every 1d4 rounds as a standard action. The breath weapon always fills a 90-foot cone, and can be resisted with a successful DC 38 Reflex save, but the exact effects of the breath weapon depend on the horse (see page 13). The save DC is Constitution-based.
Crushing Hooves (Ex) An apocalypse horse’s hoof attacks are primary natural attacks that deal bludgeoning and slashing damage, and add 1-1/2 times its Strength modifier to damage.
Energy Drain (Su) An apocalypse horse inflicts 1 negative level whenever it hits with a bite or a hoof attack. When it tramples a creature, it inflicts 1 negative level unless the creature trampled fails a DC 32 Fortitude save, in which case the creature takes 1d4 negative levels. The save DC is Charisma-based.
Favor of the Four (Su) Each apocalypse horse has several unique, thematic spell-like abilities and a unique breath weapon based on which of the four Horsemen it serves. See page 13 for more details on each specific horse’s favor of the four special ability.
Unyielding to Oblivion (Su) Intrinsically linked to their riders, apocalypse horses cannot die in the presence of their Horsemen. When being ridden or within 300 feet of its associated Horseman, rather than falling unconscious when below 0 hit points, an apocalypse horse instead gains the staggered condition, with additional damage simply increasing its number of negative hit points but carrying no other penalties. An apocalypse horse that is slain by a spell that causes instantaneous death rises as per true resurrection 1 round later, reconstituted in a manner consistent with its rider’s theme. Whenever an apocalypse horse fails a saving throw against any mind-affecting, petrification, polymorph, or immobilizing effect (including binding, imprisonment, and temporal stasis), it can attempt a new saving throw at the end of its turn to remove the effect as long as its associated Horseman remains within 300 feet of where the effect originally targeted the apocalypse horse. Attempting this new saving throw requires no action. An apocalypse horse can attempt a new save to end the effect once per round. An apocalypse horse more than 300 feet from its associated Horseman loses all benefits of the Unyielding to Oblivion ability