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|This material is published under the OGL 1.0a.|
|Size/Type:||Medium Fey (Cold)|
|Hit Dice:||12d10+36 (102 hp hp)|
|Initiative:||+8 (+4 Dex, +4 Improved Initiative)|
|Speed:||40 ft., fly 90 ft. (good)|
|Armor Class:||23 (–1 size, +4 Dex, +10 natural), touch 13, flat-footed 17|
|Full Attack:||2 hooves +17 (3d6+6) melee, bite +15 (5d8+3) melee|
|Space/Reach:||10 ft./5 ft.|
|Special Qualities:||Cold immunity, fire vulnerability, air walk, astral projection and etherealness, magic circle against good, misty breath, SR 20, DR 5/magic and cold iron, immunities|
|Saves:||Fort +11, Ref +12, Will +5|
|Abilities:||Str 22, Dex 18, Con 17, Int 6, Wis 13, Cha 14|
|Skills:||Jump +10, Listen +8, Spot +13|
|Feats:||Alertness, Endurance, Flyby Attack, Improved Initiative, Multiattack|
|Organization:||Solitary (with rider)|
|Alignment:||Always neutral evil|
|Advancement:||13–24 HD (Large); 25–36 HD (Huge)|
A hoary steed’s natural weapons are treated as magic for the purpose of overcoming damage reduction.
Air Walk (Su): A hoary steed can ride through the air as well as on the ground, as though affected by a permanent air walk spell.
Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names as cast by a 20th-level caster.
Magic Circle Against Good (Su): This ability continuously duplicates the effects of the spell. A hoary steed cannot suppress this ability.
Misty Breath (Su): The breath of a hoary steed functions like a constant obscuring mist spell.
Immunities (Ex): A hoary steed is immune to all charm and hold spells or abilities.
SEE WIKIPEDIA ENTRY: Horse
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