Orsheval
System: Pathfinder | SRD
Orsheval
CR 4
XP 1200
Init +1
;
Senses darkvision 60 ft.; Perception +11
Defense
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 37 (5d10+10)
Fort +6,
Ref +2,
Will +5
DR 5/magic
Immune electricity
Resist cold 10, fire 5
SR 15
Offense
Speed 50 ft.
Melee bite +8 (1d6+3), 2 hooves +3 (1d4+1 plus 1d4 electricity)
Space 10 ft.,
;
Reach 5 ft.
Special Attacks glittering radiance
Spell-Like Abilities (CL 6th; concentration +6)
CMB +8 (+10 overrun)
CMD 19 (21 vs. overrun, 23 vs. trip)
Statistics
Str 17,,
Dex 12,,
Con 15,,
Int 10,,
Wis 13,,
Cha 10
Base Atk +5
Feats Alertness , Endurance , Improved Overrun B , Run
Skills Acrobatics +4, Appraise +6, Knowledge (local) +3, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +11, Sense Motive +11, Swim +5
Languages Celestial, Infernal; truespeech
Special Abilities
Glittering Radiance (Su) An orsheval usually glows with a golden light equivalent to that of a candle. In battle, its glow increases, filling the area within 5 feet of it with shining motes. These motes cling to all creatures in the affected area, outlining them as glitterdust for 6 rounds. Opponents in the area must succeed at a DC 14 Will save or be blinded; a blinded creature may attempt a new saving throw each round at the end of its turn to end the blindness. The motes persist for 1 round after the orsheval moves from a square, leaving a trailing cloud that can affect creatures that move into the affected area. The orsheval can suppress or reactivate the glow or motes as a free action. The save DC is Constitution-based.