Large Outsider (native) Hit Dice: 4d8+12 (30 hp) Initiative: +1 (Dex) Speed: 50 ft. (10 sq.) AC: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15 Base Attack/Grapple: +4/+12 Attack: Hoof +7 melee (1d6+4) Full Attack: 2 hooves +7 melee (1d6+4) and bite +2 melee (1d8+2) Special Attacks: Breath weapon, blink Special Qualities: Darkvision 60 ft., immunity to fear, resistance to fire 10, scent Space/Reach: 10 ft./ 5 ft. Saves: Fort +7, Ref +5, Will +5 Abilities: Str 18, Dex 13, Con 17, Int 6, Wis 13, Cha 10 Skills: Diplomacy +3, Intimidate +7, Listen +8, Move Silently +5, Spot +8, Search +3, Sense Motive +6, Survival +8 (+10 following tracks) Feats: Endurance, Run Climate/Terrain: Temperate plains Organization: Solitary, team (2–8), or herd (5–16) Challenge Rating: 3 Treasure: None Alignment: Usually neutral evil Advancement: - Level Adjustment: see below
What first appeared to be a normal heavy warhorse now snorts and billows forth wisps of sooty smoke out of its nostrils. With an infernal whinny it shows dagger-like fangs and razor-sharp incisors.
Although some claim diomars to be actual tieflings, most sages don’t dare to go that far. About their heritage of nightmares and mundane warhorses, however, reigns common consent. The word “diomar” is a corrupted fusion of the word “nightmare” with the name of a blackguard king who was the first known mortal succeeding in cross-breeding nightmares with mundane horses. However, a good lot of diomars trace back their blood to nightmares roaming freely on a material plane and mating with wild or unguarded horses. Being predatory creatures with a taste for humanoid flesh, wild diomar herds may terrorize whole landfills, but the beasts have also been known to have been tamed as mounts for blackguards, demonologists and other villains and their minions. Being fairly, intelligent, however, a diomar can also resent his evil heritage, in a similar way as a humanoid tiefling can... A diomar is of the same height and weight as a normal heavy warhorse. Diomars speak Common and Infernal. CombatDiomars employ several sophisticated combat tactics, like hunting in packs similar to wolves, posing as normal horses to lure predatory animals or humanoid would-be capturers closer, or sudden charges, blowing their breath weapon against their victims and then tearing them apart with teeth and sharp-edged hooves.As mounts they don’t need to be driven to tear into the enemy lines. Breath Weapon (Su): Once per day, a diomar can snort forth a 15-ft.-cone of embering smoke, doing 3d6 points of fire damage and imposing a –2 penalty on attack rolls, saves and checks due to choking and sneezing to all within range for 1d6 rounds. A successful Reflex save (DC 15) halves the damage and negates the penalty. The save DC is Constitution-based. Blink (Sp):Once per day a diomar can blink as per the spell cast on a level equal to the diomar's hit dice. Immunity to fear (Ex): A diomar is unaffected by all magical fear and negative morale effects. It reacts normally on Intimidate-attempts. Level Adjustment: A diomar can be chosen as a special mount, fiendish companion, or special cohort, provided it meets all alignment requirements of its owner. To calculate any bonuses it may gain by this special relationship, its owner’s level is counted as two lower. |
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