Horse (CR 6/MR 2)

This proud horse thunders across the grassy plain with fluid grace, wind tugging at its mane.

Mythic Horse, Advanced Heavy War Horse (CR 6/MR 2)
XP 2,400
Pathfinder Roleplaying Game Bestiary (horse)
N Large animal (mythic)
Init +4; Senses low-light vision, scent; Perception +9

Defense

AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size)
hp 81 (6d8+54)
Fort +12, Ref +9, Will +5
Defensive Abilities DR 5/epic

Offense

Speed 50 ft.
Melee 2 hooves +8 (1d6+5), bite +8 (1d4+5)
Space 10 ft.; Reach 5 ft.
Special Attacks kickbackMA, mythic power (2/day, surge 1d6)

Statistics

Str 20, Dex 18, Con 21, Int 3, Wis 17, Cha 11
Base Atk +4; CMB +10; CMD 24 (28 vs. trip)
Feats DiehardB, Endurance, Great Fortitude, Heavy Armor ProficiencyB, Light Armor ProficiencyB, Medium Armor ProficiencyB, RunB, ToughnessMF
Skills Acrobatics +8 (+16 when jumping), Perception +9, Swim +9
Languages Common (can’t speak)
SQ armored steedMA, to the last breathMA, tricks (attack, come, defend, down, guard, and heel)

Ecology

Environment temperate plains
Organization solitary or pair
Treasure none

Special Abilities

Armored Steed (Ex) An advanced mythic heavy warhorse is proficient in all types of armor, and it reduces the armor check penalty for any armor it wears by 3. In addition, its movement is not slowed when wearing medium or heavy armor.

Kickback (Ex) Whenever a mythic heavy warhorse is attacked by a creature that is flanking it, that attack provokes a hoof attack from the warhorse that is resolved prior to the flanking attack. If the attack of opportunity hits, the mythic heavy warhorse can make an immediate bull rush combat maneuver against the target. If the maneuver succeeds and the target is pushed farther away from the warhorse than its reach, its attack is ruined.

To the Last Breath (Su) A mythic heavy warhorse gains Diehard as a bonus feat. In addition, when a mythic heavy warhorse is knocked below 0 hit points, it can spend one use of its mythic power as an immediate action to gain fast healing 2 and a +2 morale bonus on attack rolls, saving throws, and ability checks for one minute.


Mythic Horse, Advanced Light Horse (CR 2/MR 1)
XP 600
Pathfinder Roleplaying Game Bestiary (horse)
N Large animal (mythic)
Init +4; Senses low-light vision, scent; Perception +8

Defense

AC 16, touch 13, flat-footed 12 (+4 Dex, +3 natural, –1 size)
hp 46 (4d8+28)
Fort +9, Ref +10, Will +4
Defensive Abilities evasionMA

Offense

Speed 80 ft.
Melee 2 hooves +2 (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks mythic power (1/day, surge +1d6)

Statistics

Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +3; CMB +9; CMD 23 (27 vs. trip)
Feats Endurance, Lightning ReflexesMF, RunB
Skills Acrobatics +8 (+16 when jumping), Perception +8, Swim +9
SQ docile, run like the windMA

Ecology

Environment temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none

Special Abilities

Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill), a mythic light horse’s hooves are treated as secondary attacks.

Run Like the Wind (Ex) A mythic light horse has a speed of 80 feet, and when it uses the charge, double move, run, or withdraw action, it gains improved evasion and total concealment (50% miss chance) until the beginning of its next turn. This concealment and evasion apply only to the horse, not its rider. When using one of these actions, the horse can also spend one use of its mythic power to double its speed until the beginning of its next turn.


Mythic Horse, Advanced Pony (CR 2/MR 1)
XP 600
Pathfinder Roleplaying Game Bestiary (horse, pony)
N Medium animal (mythic)
Init +4; Senses low-light vision, scent; Perception +7

Defense

AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 42 (4d8+24)
Fort +8, Ref +8, Will +5

Offense

Speed 50 ft.
Melee 2 hooves +1 (1d3+1)
Special Attacks mythic power (1/day, surge 1d6)

Statistics

Str 17, Dex 18, Con 18, Int 2, Wis 15, Cha 8
Base Atk +3; CMB +6; CMD 20 (24 vs. trip)
Feats Endurance, Iron WillMF, RunB
Skills Acrobatics +9 (+17 when jumping), Perception +7
SQ beast of burdenMA, docile, inexplicable survivalMA

Ecology

Environment temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none

Special Abilities

Beast of Burden (Ex) A mythic pony has a speed of 50 feet and its carrying capacity is tripled, allowing it to bear heavy burdens without complaint. It is also immune to effects that cause fatigue; effects that would cause it to become exhausted cause it to become fatigued instead.

Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill, a mythic pony’s hooves are treated as secondary attacks.

Inexplicable Survival (Su) A mythic pony has a supernatural knack for surviving situations that should have killed it. Whenever a mythic pony is about to be killed or permanently incapacitated, it can spend one use of its mythic power to miraculously recover and escape, reappearing 1d6 hours later fully healed, rested, and none the worse for wear. If at the GM’s discretion its master or rider abuses or mistreats the mythic pony, such as sending it into excessively dangerous or near-suicidal situations, the pony uses this ability upon its death but never returns, and horses and ponies become hostile to the pony’s master as the nature’s exile spell for 1 month. Remove curse or break enchantment can negate this curse with a DC 14 caster level check.

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