Pale HorseCreature 11
Source Pathfinder Howl of the Wild
Perception +21 (darkvision, lifesense (imprecise) 90 feet)
Languages Common, Fey, Necril, Can't Speak Any Language
Skills Acrobatics +26, Intimidation +20, Stealth +23
Str -5, Dex +8, Con +3, Int -2, Wis +4, Cha +3
AC 30; Fort +20; Reflex +24; Will +21;
HP 180 (void healing)
Speed 0 feet (fly 45 feet)
Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious
Resistances All Damage 10
Spectral Mount
A pale horse can accept a corporeal rider, but such a rider is left behind if the pale horse passes through a creature or object.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Aura of Despair (aura, emotion, mental)30 feet. A living creature that begins its turn in the aura must succeed at a DC 27 will save or become Slowed 1. A creature is temporarily immune to the aura for 1 hour if it critically succeeds.
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.
Spectral Charge
The pale horse Flies twice and then makes a horn Strike. The pale horse can move through creatures.
Occult Innate Spells (DC 27, +0 to hit)
1st Level: Harm
2nd Level: Darkness (At-Will)
4th Level: Translocate
5th Level: Toxic Cloud
The death of a unicorn in a particularly cruel manner leads to the creation of a pale horse—a symbol of hope and purity transformed into one of hopelessness and despair.
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.
IncorporealAn incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
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.