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Deimostride (9-10)Creature 10


UniqueLargeBeastEvilFiendUnholy
Source Pathfinder Society Scenario #4-11: Prisoners of the Electric Castle
Perception +20 (darkvision)
Languages Chthonian, Daemonic, Diabolic
Skills Acrobatics +21, Athletics +22, Intimidation +20, Survival +18
Str +7, Dex +4, Con +5, Int +2, Wis +5, Cha +3

AC 29; Fort +23; Reflex +22; Will +19;
HP 180
Speed 60 feet (fly 120 feet)
Resistances Fire 15

Jaws One Action +22 (+17, +12) to hit (magical, unarmed, unholy) 2d10 + 9 Piercing
Hoof One Action +22 (+18, +14) to hit (agile, evil, fire, magical, unholy) 1d8 + 9 Bludgeoning + 2d8 Fire

Smoke (aura)

20 feet. Deimostride continually exhales black smoke that creates Concealment in an aura around him. Deimostride and his riders can see through this smoke. A creature that begins its turn in the area becomes Sickened 2 (DC 23 fortitude negates) and is then temporarily immune sickness from the smoke for 1 minute. Deimostride, his rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura's sickened effect but not the concealment.

Flaming Gallop Two Actions (fire)

Deimostride Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing (6d6-2) fire damage (DC 28 reflex save) once to each creature other than his rider that he moves adjacent to during its gallop.

Trample Three Actions

Large or smaller, hoof, DC 28 reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


Divine Innate Spells (DC 26, +18 to hit)

7th Level: Ethereal Jaunt (Self and Rider Only), Plane Shift (Self and Rider Only)


The enormous greater nightmare is a more dangerous variety of nightmare, particularly valued for its ability to invade other realities with its rider.


Nightmares are flaming equine harbingers of death.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.