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NulferionCreature 2


UniqueLargeAnimalFiendUnholy
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +6 (low light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +7, Athletics +11
Str +5, Dex +3, Con +4, Int -4, Wis +2, Cha -2

AC 17; Fort +8; Reflex +7; Will +6;
HP 51
Speed 40 feet

Hoof One Action +9 (+4, -1) to hit 1d6+5 Bludgeoning

Buck Reaction

DC 17 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.

Gallop Two Actions

The war horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.


Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds can be found in the wild.


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.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

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.