![]() ![]() A creature frightened in this manner cannot willingly move towards any hell rider, even one that did not demoralize it, and counts as cornered if sufficiently surrounded. Herd Quarry (Su) Whenever a hell rider successfully demoralizes a creature using the Intimidate skill, that creature must make a DC 22 Will save or be frightened instead of shaken for the indicated duration. Its horse component and rider component cannot be seperated and cannot be attacked independent of one another. Organization solitary, pair, posse (3–8), or ranch (2–8 and 3–12 devil‘s longhorns)Ĭomposite Creature (Ex) Although a hell rider appears to be a horse and rider, it is, for all intents and purposes, a single creature. Languages Abyssal, Celestial, Common, Infernal Skills Bluff +19, Diplomacy +19, Fly +20, Handle Animal +19, Intimidate +22, Knowledge (planes) +18, Perception +20, Ride +23, Sense Motive +20, Survival +17 Str -, Dex 28, Con -, Int 19, Wis 16, Cha 21įeats Blind-Fight, Cleave, Dazzling Display, Improved Initiative, Mounted Combat, Skill Focus ( Ride), Weapon Focus (any one) Special Attacks herd quarry, phantom weaponry Melee incorporeal touch +13 (11d6, ignores damage reduction, Fort DC 22 halves) Perception +20ĪC 23, touch 23, flat-footed 14 (+5 deflection, +9 Dex, –1 size)ĭefensive Abilities incorporeal, no rest for the wicked, phantom mount Immune undead traits ![]() LE Large undead ( extraplanar, incorporeal) ![]()
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