Orsheval

This short, iron-skinned horse is surrounded by a flickering light. A preternatural intelligence glitters in its metallic golden eyes.

Orsheval CR 4

XP 1,200
LN Medium outsider (extraplanar, lawful)
Init +1; Senses darkvision 60 ft.; Perception +11

DEFENSE

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 37 (5d10+10)
Fort +6, Ref +2, Will +5
DR 5/magic; Immune electricity; Resist cold 10, fire 5; SR 15

OFFENSE

Speed 50 ft.
Melee bite +8 (1d6+3), 2 hooves +3 (1d4+1 plus 1d4 electricity)
Space 10 ft.; Reach 5 ft.
Special Attacks glittering radiance
Spell-Like Abilities (CL 6th; concentration +6)

At willlight, mage hand
3/dayant haul, bless, expeditious retreat
1/daydimension door (self and rider only), lesser restoration, zone of truth

STATISTICS

Str 17, Dex 12, Con 15, Int 10, Wis 13, Cha 10
Base Atk +5; CMB +8 (+10 overrun); CMD 19 (21 vs. overrun, 23 vs. trip)
Feats Alertness, Endurance, Improved Overrun B, Run
Skills Acrobatics +4, Appraise +6, Knowledge (local) +3, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +11, Sense Motive +11, Swim +5
Languages Celestial, Infernal; truespeech

SPECIAL ABILITIES

Glittering Radiance (Su)

An orsheval usually glows with a golden light equivalent to that of a candle. In battle, its glow increases, filling the area within 5 feet of it with shining motes. These motes cling to all creatures in the affected area, outlining them as glitterdust for 6 rounds. Opponents in the area must succeed at a DC 14 Will save or be blinded; a blinded creature may attempt a new saving throw each round at the end of its turn to end the blindness. The motes persist for 1 round after the orsheval moves from a square, leaving a trailing cloud that can affect creatures that move into the affected area. The orsheval can suppress or reactivate the glow or motes as a free action. The save DC is Constitution-based.

ECOLOGY

Environment any (Axis)
Organization solitary, pair, or team (3–8)
Treasure standard

An orsheval is a patient, hard-working servitor.

Accustomed to bearing heavy loads and vulnerable riders, an orsheval fulfills its duties without complaint, glad to contribute to the long-term goals of its master. Its iron body shines with light, and it uses this natural glow to lead allies or continue work long into the night. Although only the size of ponies, orshevals can look like miniature, sculpted versions of full-grown horses of any kind, but most prefer the shape of a sturdy draft horse or warhorse.

An orsheval is as intelligent as a typical human and quite familiar with the nature of trade, bargaining, and spotting liars and cheats. Many arrogant mortals have ignored or insulted orshevals, thinking them dumb beasts, only to have the servitors chastise them using truespeech. When dealing with such people, an orsheval might become as stubborn as a true horse, relenting only if the offender apologizes and makes appropriate financial restitution to the church.

Most orshevals stand about 4 feet tall and weigh about 700 pounds.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.

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