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HOARY STEEDEdit

Hoary Steed
Size/Type: Medium Fey (Cold)
Hit Dice: 12d10+36 (102 hp hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 90 ft. (good)
Armor Class: 23 (–1 size, +4 Dex, +10 natural), touch 13, flat-footed 17
Base Attack/Grapple: +12/+22
Attack:
Full Attack: 2 hooves +17 (3d6+6) melee, bite +15 (5d8+3) melee
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Cold immunity, fire vulnerability, air walk, astral projection and etherealness, magic circle against good, misty breath, SR 20, DR 5/magic and cold iron, immunities
Saves: Fort +11, Ref +12, Will +5
Abilities: Str 22, Dex 18, Con 17, Int 6, Wis 13, Cha 14
Skills: Jump +10, Listen +8, Spot +13
Feats: Alertness, Endurance, Flyby Attack, Improved Initiative, Multiattack
Environment: Any cold
Organization: Solitary (with rider)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral evil
Advancement: 13–24 HD (Large); 25–36 HD (Huge)
Level Adjustment:

A hoary steed’s natural weapons are treated as magic for the purpose of overcoming damage reduction.

CombatEdit

Air Walk (Su): A hoary steed can ride through the air as well as on the ground, as though affected by a permanent air walk spell.

Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names as cast by a 20th-level caster.

Magic Circle Against Good (Su): This ability continuously duplicates the effects of the spell. A hoary steed cannot suppress this ability.

Misty Breath (Su): The breath of a hoary steed functions like a constant obscuring mist spell.

Immunities (Ex): A hoary steed is immune to all charm and hold spells or abilities.

SEE WIKIPEDIA ENTRY: Horse



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