Pale Horse
Huge Undead
Hit Dice: 19d12 (193 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 20 (-2 Size, +1 Dex, +11 Natural), touch 9, flat-footed 19
Base Attack/Grapple: +9/+27
Attack: Hoof +17 melee (2d4+10)
Full Attack: 2 Hooves +17 melee (2d4+10) and 1 Bite +17 melee (2d4+5 plus 1d8 Con Drain)
Space/Reach: 15 ft./10 ft.
Special Attacks: Deadly Bite, Fear Aura
Special Qualities: Undead traits, Darkvision 60 ft., DR 5/Adamantine and Bludgeoning, Immune to Cold damage
Saves: Fort +6, Ref +7, Will +13
Abilities: Str 30, Dex 12, Con -, Int 2, Wis 14, Cha 20
Skills: Listen +13, Spot +13
Feats: Improved Multiattack, Multiattack, Run, 4 more
Environment: Warm Desert
Organization: Solitary (see text)
Challenge Rating: 9
Treasure: None
Alignment: Neutral Evil
Advancement: 20-28 HD (Huge), 29-57 HD (Gargantuan
Level Adjustment: ---
Pale Horses are vaguely horse shaped juggernauts of bone called up from the desert by the Sand-Shifters. Normally they serve for a time and crumble back into the sand, but rumors whisper of Pale Horses roaming the night sands alone. Such sightings are considered a very ill omen or premonition of death.
Deadly Bite (Su): Living creatures hit by a Horses bite attack must succeed on a DC 24 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.
Fear Aura (Su): Pale Horses are shrouded in a dreadful aura of death and evil. Creatures of less than 9 HD in a 60-foot radius that look at the Horse must succeed on a Will save or be affected as though by a Fear Spell from a sorcerer whose Level is equal to the Horses Hit Dice. A creature that successfully saves cannot be affected again by the same Horses aura for 24 hours.
Combat: Pale Horses left to their own devices will attack any living thing not a Desert Giant, and so must be restrained or guided by a Sand-Shifter, They tend to charge straight into opponents, teeth gnashing all the way.