SRD:Hoary Hunter

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HOARY HUNTER

Size/Type: Medium Fey (Cold)
Hit Dice: 46d6+598 (759 hp)
Initiative: +19 (+11 Dex, +8 Superior Initiative)
Speed: 30 ft.
Armor Class: 46 (+11 Dex, +15 insight, +10 natural), touch 36, flat-footed 20
Base Attack/Grapple: +23/+37
Attack: +6 keen longsword of binding +46 (1d8+27/17-20 plus 1d6 plus binding) melee
Full Attack: +6 keen longsword of binding +46/+41/+36/+31 (1d8+27/17–20 plus 1d6 plus binding) melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Cold immunity, fire vulnerability, SR 36, DR 10/epic and cold iron
Saves: Fort +28, Ref +36, Will +31
Abilities: Str 38, Dex 33, Con 36, Int 21, Wis 23, Cha 26
Skills: Diplomacy +14, Hide +60, Intimidate +57, Knowledge (geography, nature) +54, Listen +55, Move Silently +60, Ride +60, Search +54, Sense Motive +55, Spot +55, Survival +55
Feats: Blind Fight, Cleave, Dire Charge, Epic Weapon Focus (longsword), Great Cleave, Improved Critical (longsword), Improved Initiative, Mounted Combat, Overwhelming Critical (longsword), Power Attack, Ride-by Attack, Spirited Charge, Superior Initiative, Track, Trample, Weapon Focus (longsword)
Environment: Any cold
Organization: Solitary or company (2–5)
Challenge Rating: 25
Treasure: None
Alignment: Always neutral evil
Advancement: 47+ HD (Medium)
Level Adjustment:

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

COMBAT

A critical hit (or the blow that would kill or render a foe unconscious) from the hoary hunter’s blade does not wound the hunter’s prey. Instead, the victim is bodily transported as per a soul bind spell heightened to 16th level (DC 30) into a diamond at the end of the sword’s hilt.

Spell-Like At will—discern location, true strike, fog cloud, hold monster, plane shift; 3/day—dimensional anchor, dominate monster, greater dispell magic; 1/day—mage's disjunction, contingent recall and resurrection*. Caster level 23rd; save DC 18 + spell level. *Contingent recall and resurrection is a variation on an epic spell. When slain, the hoary hunter is actually transported, with its mount, back to the fey realm, where it is resurrected. The only way to truly slay the hoary hunter is to defeat it in its home realm after this epic spell has been exhausted for the day.

Hoary Steed

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.

Combat

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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