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Wild Hunt Horse

horse, wild horse, fantasy-3139429.jpg, Wild Hunt Horse

This powerful steed stands upon wispy puffs of air, its grassy mane and tail swishing majestically in the wind.

Wild Hunt Horse CR 11

XP 12,800
CN Large fey (wild hunt)
Init +4; Senses greensight 60 ft., low-light vision, scent, see in darkness; Perception +23


AC 25, touch 17, flat-footed 20 (+3 deflection, +4 Dex, +1 dodge, +8 natural, –1 size)
hp 142 (19d6+76)
Fort +12, Ref +15, Will +12
Defensive Abilities freedom of movement, instinctive cooperation, wild grace; DR 10/cold iron; Immune cold; Resist electricity 10, fire 10


Speed 100 ft.; air walk
Melee bite +21 (2d6+12), 2 hooves +19 (1d10+6 plus bleed)
Space 10 ft.; Reach 10 ft.
Special Attacks bewildering hoofbeats, bleed 1d6, deafening cry, wild gaze (DC 22)
Spell-Like Abilities (CL 13th; concentration +16)

Constant—air walk, freedom of movement, know direction, speak with animals, speak with plants
At will—transport via plants (self and rider only)
3/day—stone tell


Str 34, Dex 19, Con 18, Int 9, Wis 12, Cha 17
Base Atk +9; CMB +22 (+26 overrun); CMD 40 (42 vs. overrun, 44 vs. trip)
Feats Dodge, Endurance, Great Fortitude, Greater Overrun, Improved Overrun, Multiattack, Power Attack, Run, Weapon Focus (bite, hoof)
Skills Acrobatics +26, Perception +23, Sense Motive +23, Stealth +22, Survival +20
Languages Common, Sylvan; speak with animals, speak with plants
SQ planar acclimation, rider synergy, wild hunt link


Bewildering Hoofbeats (Su)

As a standard action, a wild hunt horse can make it seem as though hundreds of horses are approaching from all directions. All creatures within 60 feet must succeed at a DC 22 Will save or become confused for 1d4 rounds. A creature that succeeds at this save is immune to the bewildering hoofbeats ability of all wild hunt horses for 24 hours. The save DC is Charisma-based.

Deafening Cry (Su)

As a standard action up to three times per day (but no more than once every 1d4 rounds), a wild hunt horse can emit a thundering cry. All creatures in a 30-foot cone emanating from the horse take 10d6 points of sonic damage and are deafened for 1 minute. Creatures that succeed at a DC 23 Fortitude save take half damage and are not deafened. The save DC is Constitution-based.

Rider Synergy (Su)

When a wild hunt horse carries a rider with the wild hunt subtype, the two act as one. If either the rider or the mount would take damage, the rider and mount decide how to divide the damage (typically splitting it equally). Additionally, the rider’s movement as a part of the horse’s overrun combat maneuver does not provoke attacks of opportunity, unless that movement would also cause the horse to provoke attacks of opportunity.

A wild hunt horse increases the speed of all creatures in its wild hunt link by 30 feet. This increase is an enhancement bonus. It also grants the members of its link the effects of freedom of movement.


Environment any land
Organization solitary, herd (2–10), or wild hunt
Treasure none

When they are not participating in a hunt, wild hunt horses enjoy constructing complicated courses through land and sky and racing each other for ever-changing stakes.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.

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