Moldering SteedCreature 16
Source Pathfinder Claws of the Tyrant
Perception +28 (darkvision, willsense (precise) 120 feet)
Languages none
Skills Athletics +32, Survival +30
Str +9, Dex +7, Con +6, Int -5, Wis +5, Cha -2
AC 38; Fort +30; Reflex +25; Will +28;
HP 370 (void healing)
Speed 40 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Slashing 15, Vitality 15
Hoof
+31 (+26, +21) to hit 3d10+13 BludgeoningJaws
+31 (+26, +21) to hit 3d8+13 PiercingWillsense (divine, mental)
The moldering steed senses all living creatures within the listed range that have a Wisdom of +1 or higher.
Buck
DC 38 reflex
Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.
Trigger A creature Mounts or uses the Command an Animal action while riding the monster.
Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land Prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.
Frightful Presence (aura, emotion, fear, mental)60 feet. DC 38 will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Gallop
The moldering steed Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.
Hunt Will
(concentrate)The moldering steed designates the living creature with the highest Will modifier within 120 feet as its prey. The steed gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the steed hits its designated prey in a round, it deals an additional 1d8 precision damage. These effects last until the steed uses Hunt Will again.
Siphon Will (divine)When the moldering steed damages a living creature with its jaws Strike, the steed gains 20 temporary Hit Points that last for 1 minute, and the creature must succeed at a DC 38 will save or become Stupefied 1. Further damage dealt by the steed increases the creature's stupefied value on a failed save by 1, to a maximum of Stupefied 4.
Effect: Siphon Will
Undead SteedUndead and creatures allied with them can Command a moldering steed without needing to attempt a skill check.
A moldering steed is a horse whose unshakable will couldn't be broken, even by death. Draped in rotting flesh and trailing its own stinking entrails, the steed fights unrelentingly against its undead state, seeking out the spirits of strong-willed creatures to consume in a vain attempt to repair its fractured soul. Once it catches a scent, the steed pursues its prey until it consumes the creature's spirit or finds stronger-willed prey to track.
The few moldering steeds that arise naturally often died attempting to escape desperate situations, such as floods or fires. More often, necromancers create moldering steeds to serve as mounts for their undead armies. Unlike living mounts, moldering steeds don't need to be fed or cared for, and they'll often accept an undead rider who allows them to hunt down living prey. Due to the steed's insatiable hunger, however, living necromancers must take care not to become their steed's next meal.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MindlessA mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects 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.