Sleipnir (CR 13/MR 5)

This mighty horse has eight powerful legs. Its hooves leave shimmering hoof prints that quickly fade to mist.

Mythic Sleipnir (CR 13/MR 5)
XP 25,600
Pathfinder Roleplaying Game Bestiary 3
N Large magical beast (mythic)
Init +4; Senses brilliant eyesMA, darkvision 60 ft., low-light vision; Perception +20
Aura imposing steedMA (60 ft., DC 18)


AC 30, touch 13, flat-footed 26 (+4 Dex, +17 natural, –1 size)
hp 197 (14d10+120)
Fort +14, Ref +15, Will +9
Defensive Abilities DR 10/epic; Immune electricity, blindness, dazzling; Resist cold 10


Speed 80 ft.; air walk
Melee bite +21 (1d8+8), 4 hooves +19 (1d8+12)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (DC 22), mythic power (5/day, surge 1d8), powerful blowsMA (hooves), powerful charge (hooves, 2d8+12), thunderous trampleMA, trample (1d8+12, DC 25)

Spell-Like Abilities (CL 11th; concentration +12)
Constant—air walk


Str 26, Dex 18, Con 21, Int 10, Wis 17, Cha 13
Base Atk +14; CMB +23; CMD 37 (49 vs. trip)
Feats Endurance, Flyby Attack, Iron WillMF, Lightning ReflexesMF, Multiattack, Power AttackMF, Run
Skills Acrobatics +18 (+38 when jumping), Perception +20, Swim +14
Languages Auran (can’t speak)
SQ chooser of the slainMA, rainbow bridgeMA


Environment cold mountains
Organization solitary, pair, or herd (3–10)
Treasure none

Special Abilities

Breath Weapon (Su) As a standard action, a mythic sleipnir can exhale a 30-foot cone of shimmering, rainbow-colored light. Every creature in the area is randomly struck by one or more beams, as a prismatic spray spell (DC 22 half or negates). A mythic sleipnir may use this ability once every 1d6 rounds, up to 3 times per day. The save DC is Constitution-based.

Brilliant Eyes (Ex) Mythic sleipnirs are immune to blinding and dazzling effects and gain the see in darkness ability.

Chooser of the Slain (Su) If a mythic sleipnir’s rider is slain, it may spend two uses of its mythic power to summon a valkyrie to avenge the rider’s death and take the rider’s soul to the Outer Planes. The valkyrie remains to fight for up to 14 rounds and then departs. If the rider’s soul is unwilling to accompany the valkyrie, it departs without it. A mythic sleipnir can use this ability to avenge its own death if it has at least two uses of its mythic power left at the moment of its death.

Imposing Steed (Su) Ordinary mounts are terrified by the imposing aspect of a mythic sleipnir. Any non-mythic mount within 60 feet treats the sleipnir as if it had frightful presence (DC 18 Will negates). The save DC is Charisma-based.

Rainbow Bridge (Su) A mythic sleipnir can trail behind it a bridge of rainbow-colored light. This functions similarly to wake of lightAPG, but it aids the passage of the rider’s allies, regardless of alignment, and hinders the passage of creatures hostile to the rider, regardless of alignment. The exception is that creatures with the giant subtype are always hindered by the rainbow mists, taking 1d6 points of damage and becoming dazzled if they begin their turn upon or adjacent to it. A mythic sleipnir can spend one use of its mythic power to raise the bridge from the ground and trail it behind him as he air walks, and the sleipnir can extend the bridge beyond the normal 120-foot limit by spending an additional use of its mythic power in consecutive rounds to build a longer bridge. The bridge can support any amount of weight and is unaffected by dispel magic, but break enchantment or greater dispel magic can destroy it with a successful DC 25 caster level check.

Thunderous Trample (Su) A creature failing (or forfeiting) its save against a mythic sleipnir’s trample attack is buffeted by deafening thunderclaps, taking 2d6 points of sonic damage and becoming deafened for 1 minute.

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