Pale Horse

Level 11
Creature· incorporealUncommonLargeRemaster
AC 30
HP 180 (void healing)
Speed 0 ft.
Fort +20
Ref +24
Will +21
Perc +21
Size Large
Uncommon
Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious
Resistances all 10 (except force, ghost touch, vitality; double vs non magical)
Spells
Occult Innate Spells (DC 27, attack +0)
Languages common, fey, necril
Senses darkvision, lifesense 90 ft. (imprecise)
Speeds 0 ft., fly 45 ft.
Skills acrobatics +26, stealth +23, intimidation +20
Recall Knowledge religion DC 30

Attacks

Melee Spectral Horn +24/+19/+14(finesse, magical)
Damage: 3d10+10 void
Melee Hoof +24/+20/+16(agile, finesse, magical)
Damage: 3d8+10 void

Abilities

Spectral Mountinteraction

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 Spellsinteraction

The monster can cast its at-will spells any number of times without using up spell slots.

Aura of Despairdefensive(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 Healingdefensive

A 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◆◆offensive

The pale horse Flies twice and then makes a horn Strike. The pale horse can move through creatures.

Description

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.