Pale Horse
Level 11Creature· incorporealUncommonLargeRemaster
AC
30
HP
180
Speed
0 ft.
Perception
+21
Fort
+20
Ref
+24
Will
+21
Immunities bleed, death-effects, disease, mental, paralyzed, poison, unconscious
Resistances all-damage 10
Languages common, fey, necril
Senses darkvision, lifesense 90 ft. (imprecise)
Skills acrobatics +26, stealth +23, intimidation +20
Other Speeds fly 45 ft.
Recall Knowledge DC 30 (religion)
Attacks
Melee Spectral Horn +24 (finesse, magical), Damage 3d10+10 void
Melee Hoof +24 (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
Aura of Despair
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 Healing
Spectral Charge◆◆
The pale horse Flies twice and then makes a horn Strike. The pale horse can move through creatures.
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.