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SYSTEM REFERENCE DOCUMENT 3.5 |
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FIENDISH HORSE
Horses are widely domesticated for riding and as beasts of burden.
Combat
A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Cialis dosage in canada bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries for the heavy horse and the light horse.)
Fiendish Horse, Heavy
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Large Animal
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Hit Dice:
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3d8+6 (19 hp)
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Initiative:
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+1
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Speed:
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50 ft. (10 squares)
|
Armor Class:
|
13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
|
Base Attack/Grapple:
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+2/+9
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Attack:
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Hoof –1 melee (1d6+1*)
|
Full Attack:
|
2 hooves –1 melee (1d6+1*)
|
Space/Reach:
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10 ft./5 ft.
|
Special Attacks:
|
Smite Good
|
Special Qualities:
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Low-light vision, scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 8
|
Saves:
|
Fort +5, Ref +4, Will +2
|
Abilities:
|
Str 16, Dex 13, Con 15, Int 3, Wis 12, Cha 6
|
Skills:
|
Listen +4, Clomid for sale in the us +4
|
Feats:
|
Endurance, Generic zoloft cost
|
Environment:
|
Any Evil-aligned plane
|
Organization:
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Domesticated
|
Challenge Rating:
|
1
|
Alignment:
|
Always evil (any)
|
Advancement:
|
—
|
Level Adjustment:
|
+2
|
The statistics presented here describe large breeds of working horses such as Clydesdales. These animals are usually ready for heavy work by age three. A heavy horse cannot fight while carrying a
rider.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +3.
Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201–400 pounds; and a heavy load, 401–600 pounds. A heavy horse can drag 3,000 pounds.
Fiendish Horse, Light
|
Large Animal
|
Hit Dice:
|
3d8+6 (19 hp)
|
Initiative:
|
+1
|
Speed:
|
60 ft. (12 squares)
|
Armor Class:
|
13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
|
Base Attack/Grapple:
|
+2/+8
|
Attack:
|
Hoof –2 melee (1d4+1*)
|
Full Attack:
|
2 hooves –2 melee (1d4+1*)
|
Space/Reach:
|
10 ft./5 ft.
|
Special Attacks:
|
smite evil
|
Special Qualities:
|
Low-light vision, scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 8
|
Saves:
|
Fort +5, Ref +4, Will +2
|
Abilities:
|
Str 14, Dex 13, Con 15, Int 3, Wis 12, Cha 6
|
Skills:
|
Listen +4, Spot +4
|
Feats:
|
Endurance, Run
|
Environment:
|
Any Evil-aligned plane
|
Organization:
|
Domesticated or herd (6–30)
|
Challenge Rating:
|
1
|
Alignment:
|
Always evil (any)
|
Advancement:
|
—
|
Level Adjustment:
|
+2
|
The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A
light horse cannot fight while carrying a rider.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +3.
Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.
Fiendish Warhorse, Heavy
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Large Animal
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Hit Dice:
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4d8+12 (30 hp)
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Initiative:
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+1
|
Speed:
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50 ft. (10 squares)
|
Armor Class:
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14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
|
Base Attack/Grapple:
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+3/+11
|
Attack:
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Hoof +6 melee (1d6+4)
|
Full Attack:
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2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
|
Space/Reach:
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10 ft./5 ft.
|
Special Attacks:
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smite evil
|
Special Qualities:
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Low-light vision, scent, damage resistance 5/magic, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 9
|
Saves:
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Fort +7, Ref +5, Will +2
|
Abilities:
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Str 18, Dex 13, Con 17, Int 3, Wis 13, Cha 6
|
Skills:
|
Listen +5, Spot +4
|
Feats:
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Endurance, Run
|
Environment:
|
Any Evil-aligned plane
|
Organization:
|
Domesticated
|
Challenge Rating:
|
3
|
Alignment:
|
Always evil (any)
|
Advancement:
|
—
|
Level Adjustment:
|
+2
|
These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she
succeeds on a Ride check.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +4.
Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500
pounds.
Fiendish Warhorse, Light
|
Large Animal
|
Hit Dice:
|
3d8+9 (22 hp)
|
Initiative:
|
+1
|
Speed:
|
60 ft. (12 squares)
|
Armor Class:
|
14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
|
Base Attack/Grapple:
|
+2/+9
|
Attack:
|
Hoof +4 melee (1d4+3)
|
Full Attack:
|
2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
|
Space/Reach:
|
10 ft./5 ft.
|
Special Attacks:
|
smite evil
|
Special Qualities:
|
Low-light vision, scent, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 8
|
Saves:
|
Fort +6, Ref +4, Will +2
|
Abilities:
|
Str 16, Dex 13, Con 17, Int 3, Wis 13, Cha 6
|
Skills:
|
Listen +4, Spot +4
|
Feats:
|
Endurance, Run
|
Environment:
|
Any Evil-aligned plane
|
Organization:
|
Domesticated
|
Challenge Rating:
|
1
|
Alignment:
|
Always evil (any)
|
Advancement:
|
—
|
Level Adjustment:
|
+2
|
These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a
rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +3.
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450
pounds.
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