Chevall
by Robert J Schwalb
Large Fey
Hit Dice:
7d6+7 (28 hp)
Initiative:
+1
Speed:
50 feet (as Centaur), 60 feet (as Light Warhorse)
AC:
15 (+1 Dex, +4 Natural; as Centaur), 14 (+1 Dex, +3 natural as Light Warhorse)
Attacks:
Greatclub+5, 2 hooves +0 (as Centaur), or 2 hooves +5, Bite +0 (as Warhorse)
Damage:
Greatclub 1d10+2, hooves 1d6+1, or 2 hooves 1d4+2, Bite 1d3+1
Face/Reach:
5 ft. x 10 ft./ 5 ft.
Special Attacks:
Form change, Call Horses, Ride by Attack, Trample
Special Qualities:
Damage Reduction 10/+1
Saves:
Fort+3, Ref+6, Will+6
Abilities:
Str 15, Dex 13, Con 13, Int 12, Wis 12, Cha 14
Skills:
Animal Empathy+8, Handle Animal+8, Listen+10, Search+8, Spot+10, Wilderness Lore+8
Feats:
Alertness, Track
Climate/Terrain:
Non-arctic -plains, forests, or mountains.
Organisation:
Solitary, Pair, Clan (1d3 Chevall and 1d12 Light Horses)
Challenge Rating:
4
Treasure:
Standard
Alignment:
Always Neutral Good
Advancement:
8-14 HD (Large)
While the Chevall may change forms between a horse and a centaur, the application of the Shape shifter to this species would be incorrect due to their sylvan/fey heritage. Instead, Chevalls are creatures of natural magic, much like Nymphs, Pixies and others of their ilk. As a horse, the Chevall may be of any colour. Likewise, in the centaur form, they appear as smaller versions of the aforementioned creature. In both forms, the Chevall can speak Common, Centaur, Sylvan, and may communicate freely with other horses.
Combat
Form change (Sp): As a free action, the Chevall may switch between the form of a centaur or that of a Light Warhorse. Statistics are listed above for both forms.
Call Horses (Su): Once per day, the Chevall can magically summon 1d3 Celestial Light Warhorses, which arrive in 1d4 rounds
Bonus Feats: All Chevall automatically have the Ride-by Attack and Trample feats (PHB 84, 86 respectively).