Sleipnir
System: Pathfinder | SRD
Sleipnir
CR 11
N
Magical Beast
Large
Init +4
;
Senses darkvision 60 ft., low-light vision; Perception +16
Defense
AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, -1 size)
hp 147 (14d10+70)
Fort +14
Ref +15
Will +9
Immune electricity
Resist cold 10
Offense
Speed 80 ft.; air walk
Melee bite +19 (1d8+6), 4 hooves +17 (1d8+3)
Space 10 ft.
;
Reach 5 ft.
Special Attacks breath weapon (DC 22), powerful charge (hoof, 2d8+12), trample (1d8+9, DC 23)
CMB +21
CMD 35 (47 vs. trip)
Statistics
Str 22,
Dex 18,
Con 21,
Int 10,
Wis 17,
Cha 13
Base Atk +14
Feats Endurance, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Run, Weapon Focus (hoof)
Skills Acrobatics +18 (+38 when jumping), Perception +16, Swim +16
Languages Auran (cannot speak)
Special Abilities
Breath Weapon (Su) As a standard action, a sleipnir can exhale a 30-foot cone of shimmering, rainbow-colored light. Every creature in the area is randomly struck by one or more beams, as a prismatic spray spell (DC 22 half or negates). The sleipnir may use this ability once every 1d6 rounds, up to 3 times per day. The save DC is Constitution-based.
This mighty horse has eight powerful legs. Its hooves leave shimmering hoofprints that quickly fade to mist.