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Sleipnir

This mighty horse has eight powerful legs. Its hooves leave shimmering hoof prints that quickly fade to mist.

Sleipnir CR 11

XP 12,800
N Large magical beast
Init +4; Senses darkvision 60 ft., low-light vision; Perception +16

DEFENSE

AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, -1 size)
hp 147 (14d10+70)
Fort +14, Ref +15, Will +9
Immune electricity; Resist cold 10

OFFENSE

Speed 80 ft.; air walk
Melee bite +19 (1d8+6), 4 hooves +17 (1d8+3)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (DC 22), powerful charge (hooves, 2d8+12), trample (1d8+9, DC 23)
Spell-Like Abilities (CL 11th; concentration +12)

Constantair walk

STATISTICS

Str 22, Dex 18, Con 21, Int 10, Wis 17, Cha 13
Base Atk +14; CMB +21; CMD 35 (47 vs. trip)
Feats Endurance, Flyby Attack, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Run
Skills Acrobatics +18 (+38 when jumping), Perception +16, Swim +16
Languages Auran (cannot speak)

SPECIAL ABILITIES

Breath Weapon (Su)

As a standard action, a sleipnir can exhale a 30-foot cone of shimmering, rainbow-colored light. Every creature in the area is randomly struck by one or more beams, as a prismatic spray spell (DC 22 half or negates). The sleipnir may use this ability once every 1d6 rounds, up to 3 times per day. The save DC is Constitution-based.