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Astolfo the Valiant

Astolfo the Valiant – the noble and adventurous prince of Mercia, bound by blood to legendary heroes Orlando and Rinaldo, navigating his own destiny with valor and grace.

Astolfo the Valiant
  • Alias: Astolfo the Valiant
  • Gender: Male
  • Race: Human
  • Occupation: Knight
  • Religion: Devout follower of the Church of the Holy Light
  • Allies:
    • King Otto of Mercia (Father)
    • Orlando (Cousin)
    • Rinaldo (Cousin)
    • Bradamante (Close Friend and Fellow Knight)
    • Isabella (Love Interest and Noblewoman)
  • Enemies:
    • The Dark Knights of Stygian Citadel
    • The Malevolent Sorcerer Malagant
    • The Ruthless Bandit Lord, Baron Bloodfang
  • Abode/Base of Operations: Castle Mercia, a grand fortress situated atop a lush hill in the heart of the kingdom.
  • Nationality: Mercian
  • Languages: English, Mercian, French
  • Alignment: Lawful Good
  • Affiliation(s):
    • Knights of the Round Table
    • Order of the Golden Shield
  • Significant Others:
    • Isabella, a beautiful noblewoman from a neighboring kingdom, with whom Astolfo shares a deep and abiding love. Their bond serves as a source of inspiration and strength in his noble quest for justice and glory.

Astolfo, a tall and athletic knight with a noble bearing, possesses an arsenal of powerful magical artifacts. His enchanted lance possesses the ability to unhorse opponents with a mere touch, while his spellbook contains incantations capable of breaking any enchantment. Furthermore, his magic horn emits a thunderous blast that strikes fear into the hearts of his enemies, causing them to flee in terror.

At his side is his faithful steed, Rabicano, a magnificent horse crafted from hurricane and flame. This otherworldly creature feeds on air and leaves no trace of its passage, yet when it gallops at full speed, it outpaces even the swiftest arrow.

Astolfo’s deeds are as extraordinary as his appearance. He uses his magic horn to capture the formidable Caligorante, parading the giant through towns, forcing him to serve as his beast of burden. In a remarkable feat, he defeats Orillo, a regenerating robber whose enchanted body could heal from any wound. Astolfo lends his golden lance and Rabicano to Bradamante while he embarks on a quest riding a hippogriff, in search of Orlando’s lost wits.

His adventures lead him to Ethiopia, where he encounters Senapo, the blind emperor plagued by harpies. Inspired by the Greek myth of Phineas, Astolfo intervenes, driving the harpies into the depths of Hell with the resounding call of his horn. He then ascends the mountain of Terrestrial Paradise, meeting Saint John the Apostle, who reveals the secret to restoring Orlando’s sanity. Astolfo’s journey continues as he soars in Elijah’s flaming chariot to the moon, retrieving Orlando’s wits from a mystical bottle. With Senapo’s support, he defends Paris from Saracen invaders.

With his wavy golden locks cascading down his broad shoulders, Astolfo possesses a striking appearance. His piercing blue eyes radiate unwavering resolve and determination, reflecting the fire that burns within his valiant heart. Clad in gleaming armor adorned with intricate engravings and his noble lineage’s emblem, he cuts an imposing figure on the battlefield. Astolfo’s muscular frame exudes both strength and agility, a testament to his years of rigorous training and countless quests undertaken in the pursuit of honor and justice.

Astolfo, the Knight of the Ivory Horn

Astolfo, the Knight of the Ivory Horn

Medium humanoid (human), lawful good

Armor Class: 20 (plate mail armor, shield)

Hit Points: 225 (30d8 + 90)

Speed: 60 ft.

20 (+5)18 (+4)16 (+3)14 (+2)14 (+2)18 (+4)

Saving Throws: Str +12, Dex +11, Con +10, Wis +7

Skills: Animal Handling +7, Athletics +12, Intimidation +8, Perception +7

Senses: passive Perception 17

Languages: Common, Elvish

Challenge: 18 (20,000 XP)

Legendary Resistance (3/Day). If Astolfo fails a saving throw, he can choose to succeed instead.

Magic Resistance. Astolfo has advantage on saving throws against spells and other magical effects.


Multiattack. Astolfo can make two melee attacks with his Longsword, or one with his Golden Lance.

Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (1d8 + 5) slashing damage.

Golden Lance. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (1d10 + 5) piercing damage plus 13 (3d8) radiant damage. If the target is mounted, it must make a DC 20 Dexterity saving throw or be knocked off its mount.

Ivory Horn. Astolfo can use his action to blow his ivory horn. All enemies within 120 feet of Astolfo that can hear the horn must make a DC 20 Wisdom saving throw. On a failure, they become frightened for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success. Once Astolfo uses this action, he cannot use it again until after a long rest.

Magic Book. Astolfo can use his action to cast one of the following spells from his magic book: Dispel Magic, Remove Curse, Protection from Evil and Good, or Counterspell.

Hurricane Horse (Rabicano). Astolfo can use his action to summon his magical horse, Rabicano. Rabicano can fly at a speed of 80 ft. and has a land speed of 120 ft. Rabicano is immune to non-magical damage and can only be harmed by magical weapons. Rabicano can also feed on air and does not require food or water. Astolfo can dismiss Rabicano as a bonus action.


Divine Protection. When Astolfo is hit by an attack, he can use his reaction to gain resistance to that attack’s damage. If the attack is a spell, Astolfo has advantage on his saving throw against the spell.

Lair Actions

Mighty Roar. Astolfo can use a lair action to let out a mighty roar that inspires his allies. All allies within 120 feet of Astolfo that can hear the roar gain advantage on attack rolls and saving throws until the end of Astolfo’s next turn.


Astolfo is equipped with full plate mail armor, a shield, and a magical ivory horn. He also carries a magical book that contains the spells Dispel Magic, Remove Curse, Protection from Evil and Good, and Counterspell. Astolfo’s weapon of choice is a magical golden lance that deals radiant damage. His trusty mount, Rabicano, is a magical hurricane horse that can fly at incredible speeds and is immune to non-magical damage. Astolfo’s armor bears the crest of his noble lineage, reflecting his status as a renowned knight of great valor and honor.

Hurricane Horse (Rabicano)


Large celestial, lawful good

Armor Class 18 (natural armor)

Hit Points 150 (20d10 + 40)

Speed 120 ft., fly 80 ft.

22 (+6)18 (+4)16 (+3)10 (+0)14 (+2)10 (+0)

Skills Perception +6

Damage Immunities Bludgeoning, piercing, and slashing damage from non-magical attacks

Condition Immunities Charmed, frightened

Senses darkvision 60 ft., passive Perception 16

Languages Understands Common and Elvish but can’t speak

Challenge 12 (8,400 XP)

Magic Resistance. Rabicano has advantage on saving throws against spells and other magical effects.


  • Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 6) bludgeoning damage.
  • Flyby. Rabicano doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Special Traits

  • Immunity to Non-Magical Damage. Rabicano is immune to bludgeoning, piercing, and slashing damage from non-magical attacks.
  • Air Sustenance. Rabicano can feed on air and does not require food or water.
  • Summoning and Dismissal Astolfo can use his action to summon Rabicano, his magical horse. Rabicano remains with Astolfo until dismissed or reduced to 0 hit points. As a bonus action, Astolfo can dismiss Rabicano, causing it to disappear.

Rabicano, the Hurricane Horse, is a majestic and otherworldly creature of celestial origin. Standing tall with a powerful build, Rabicano is a large horse adorned with a shimmering coat that reflects the colors of the wind and fire. Its body radiates an ethereal glow, and its flowing mane and tail sway gracefully in an unseen breeze.

With eyes that sparkle like stars, Rabicano possesses an aura of serenity and strength. Its hooves, which touch the ground so lightly that they leave no trace, carry the essence of the storm within them. As it moves, the air itself seems to bend and dance around its form.

When Rabicano takes flight, its wings unfurl, resembling gossamer ribbons of mist and flame. It soars through the sky with unparalleled grace and speed, its movements as swift as the wind itself. In flight, Rabicano leaves a trail of wisps and sparks, its presence a symbol of freedom and boundless possibility.

As a companion to Astolfo, Rabicano is a loyal and steadfast ally, serving as a beacon of hope and protection. Its celestial nature grants it immunity to the mundane, and only the touch of magic can harm this magnificent creature. With an innate connection to the elements, Rabicano draws sustenance from the air itself, requiring no sustenance of its own. It stands as a testament to the wondrous and extraordinary beings that exist in the realms of myth and legend.

Astolfo Pathfinder Stat Block

Human CR 19

XP 204800

Any Medium humanoid

Paladin level 17 (skill points 51) Paladin, Aristocrat level 6 (skill points 30) Captain, Heavy Infantry

Init +8; Senses ; Perception +7
AC 23, Touch 10, flat footed 23 (+2 Full-plate, Shield, heavy steel)

( +11 armour, +2 shield)

hp 136 (0d8+17d10+6d6+17);

Fort +16, Ref +11, Will +22
Speed 20


Single Attack(+1/+1) Lance +25 (1d8+3/19-20 X3) Dueling

Full Attack (+1/+1) Lance +25/20/15/10 (1d8+3/19-20 X3) Dueling, Longsword +17 (1d8+1/19-20)

Space 5ft.; Reach 5
Special Attacks
Aura of Justice at cost of 2 smites allow all allies within 10ft to gain smite evil with paladins bonus for 1 min

Divine Bond Summon a steed, or a bond with weapon – can stack bonus to existing weapon per day = 3

Divine Bond Weap (Standard action 1 minute/level) Weapon bonus for divine bond = + 5

Smite Evil Add Charisma bonus to hit, + 1/level to damage. Per day= 6

Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses.

Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.  

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target
of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.   The smite evil effect
remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every
three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per
day at 19th level.
Spells Known:
Paladin Spells   CL 17 Concentration 21

Spells Known: Paladin Spells: CL 17 Concentration 21  

Level 1 (5) DC 15: Bless, Bless Water, Bless Weapon, Magic Weapon, Protection from Evil,;  

Level 2 (4) DC 16: Bestow Weapon Proficiency, Eagles Splendor, Remove Paralysis, Shield Other,;  

Level 3 (3) DC 17: Burst of Speed, Dispel Magic, Remove Curse, ;  

Level 4 (2) DC 18: Break Enchantment, Neutralize Poison, ;
Strength 15, Dexterity 11, Constitution 11, Intelligence 10, Wisdom 13, Charisma 19

Base Attack 21 CMB 23 ; CMD 33

Feats: Mercy – Cursed, Mercy – Dazed, Mercy – Paralyzed, Mercy – Poisoned, Mercy – Shaken, Animal Affinity, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Blind-fight, Improved Critical, Improved Initiative, Indomitable Mount, Iron Will, Martial Weap Prof, Mounted Combat, Power Attack, Ride-by Attack, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Handle Animal), Spirited Charge, Tower Shield Proficiency, Weapon Focus, Weapon Focus(Ranged);

Skills Appraise 0, Bluff 19, Diplomacy 18, Disguise 4, Handle Animal 9,Heal 9, Intimidate 19, Know Arcana 0, Know Arch & Eng 0, Know Geography 0, Know Nobility 0, Know Religion 13, Linguistics 0, Perception 7, Perform Oratory 4, Ride 17, Sense Motive 14, Spellcraft 0, Survival 1, Swim -4

Languages Common
Aura of Courage Immune to fear +4 morale to any within 10ft

Aura of Faith Paladin is treated as a Good aligned for overcoming DR

Aura of Good Radiated good

Aura of Resolve Immune to charm spells and spell like abilities, Each Ally within 10ft gains +4

Aura of Righteousness Gain DR 5/evil and immunity to compulsion, allies within 10ft gain +4

Channel Positive Energy Uses 2 lay on hands. As a cleric of paladins level

Detect Evil At will

Divine Grace All saves gain Charisma bonus

Divine Health Immunity to natural Diseases

Lay on Hands (su) 1/2 level + Charisma mod per day. Heals 1d6 / 2 levels as stand action to others or swift to Paladin
Environment Any

Organization Company 10-20, Band 30-100, Squad 4-8

Treasure Standard
MAGIC ITEMS (max value 123000)
+2 Full-plate (4150gp)

Horn of blasting (greater) – (70000gp)

+1 (+3 special ability) Lance (32300gp) Dueling : a +4 on initiative checks.+2 on disarm and feint checks, a +2 CMD to resist and feint attempts against wielder. (14000gp)   Total Value = 120450
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