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by Jamie Baty

Large Undead
Hit Dice: 6d12 (39 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 60 ft. (12 squares)
Armour Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Hooves +7 melee (1d3 +5)
Full Attack: 2 Hooves +7 melee (1d3 +5) and bite +2 melee (1d6 +2)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Rider's curse
Special Qualities: Damage reduction 10/silver or magic, darkvision 60ft., unfaithful steed, undead traits
Saves: Fort +2, Ref +3, Will +7
Abilities: Str 20, Dex 13, Con -, Int 6, Wis 15, Cha 15
Skills: Disguise +15, Jump +9, Listen +9, Spot +8
Feats: Alertness, Improved Initiative, Run
Environment: Any land
Organisation: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-12 HD (Large)
Level Adjustment: -

As undead creatures out for revenge against all living horsemen, deathmares present a fatal trap to the unwary.
A deathmares is the spirit of a horse that was abused and killed by an evil, sadistic owner. They return from the dead to exact revenge on all horsemen, regardless of alignment, feeding on the life forces of the riders they kill. The deathmare continues to search for victims until its previous owner dies, at which time it simply fades away.
A deathmare appears as a regular riding horse of average size. Their coats are always flawless black in colour a curious detail in itself, as vermeil causes a reddish tint in the coats of all other animals on the coast. However, because deathmares appear only at night or in the early evening, such a detail is hard to notice. These creatures normally stand idly by a roadside or field, patiently waiting to be approached or mounted, but sometimes one will walk up to a campsite as if wanting food. They appear completely docile, giving no outward sign of their undead status.
Deathmares can be found in any land or climate. They will rarely be far from some sort of lethal danger, but have been known to range farther in a desperate search for victims.
A deathmare does not collect treasure, but the wealth of its latest victims can sometimes be discovered. Deathmares will often use a method of killing riders several times before moving on, so a search of local dangerous locations might turn up a few dead bodies and their personal belongings.

Deathmares always prefer to trap the unwary rider. Once it has a victim, it immediately bolts for the nearest danger, seeking to kill the rider. It might throw itself off the nearest cliff or wade into deep water; deathmares have even been known to ride into a campsite and strike at people as if attacking, forcing them to kill its rider.
If the nature of a deathmare is discovered before a rider mounts, it will attack using its hooves and teeth. Deathmares will remain if attacked and try to kill its potential victim rather than flee.

Rider's Curse (Sp): Any creature mounting a deathmare, saddled or bareback, must immediately make a Will save vs DC 19 (Cha based, +4 racial bonus) or be unable to dismount the creature. The rider cannot control the creature unless he makes a DC 35 Ride check each round. Once mounted, only a remove curse spell can free the rider from the deathmare.

Damage Reduction (Su): A deathmare has damage reduction of 10/silver or magic. Its bite and hoof attacks count as silver and magic weapons for purposes of bypassing damage reduction.

Unfaithful Steed (Ex): A deathmare appears as a normal horse to all but the most discerning eye. A deathmare receives a +8 bonus to all Disguise checks (included above). In addition, anyone viewing the deathmare from more than 30ft doesn't notice any difference between a deathmare and a normal horse. Those within 30ft are allowed a Spot check opposed by the deathmare's Disguise check to discover the creature's true nature.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.

The Red Curse
Deathmares never acquire Legacies or require cinnabryl.