Ecalypse (CR 9)

Large Outsider
Alignment: Usually neutral
Initiative: +3 (Dex); Senses: Listen +13 and Spot +13


AC: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Hit Dice: 10d8+40 (85 hp)
Fort +11, Ref +10, Will +7
Speed: 40 ft., fly 90 ft. (good)
Space: 10 ft./5 ft.
Base Attack +10; Grapple +10
Attack: 2 hooves +15 melee
Full Attack: 2 hooves +15 melee
Damage: Hoof 1d8+5
Special Attacks/Actions: Spell-like abilities
Abilities: Str 20, Dex 16, Con 18, Int 6, Wis 10, Cha 15
Special Qualities: Discorporate, shadow blend
Feats: Weapon Focus (hoof); Run; Spell Focus (Illusion)
Skills: Hide +7, Listen +13, Sense Motive +8, Spot +13, and Survival +13
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Climate/Terrain: Any land
Organization: Solitary or herd (4-24)
Treasure: None

Source: Manual of the Planes

Spell-Like Abilities: At will - find the path, shadow walk; 3/day - repulsion; 1/day - plane shift (self and rider only). These abilities are as the spells cast by a 15th-level sorcerer (save DC = 12 + spell level).

Discorporate (Su): An ecalypse can become incorporeal as a standard action. In this state, it can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. It can pass through solid objects at will and always moves silently. Its AC changes to 14 (-1 size, +3 Dex, +2 deflection). Its hooves deliver incorporeal touch attacks that ignore natural armor, armor, and shields, and attack with a +13 bonus, dealing 1d8 points of damage.

Shadow Blend (Su): During any conditions other than full daylight, an ecalypse can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Ecalypses as Mounts

An ecalypse loathes the saddle, but it accepts a rider who can break its wild nature. To make the attempt, the prospective rider must first climb atop the creature's back, either by pinning it in a grapple or by using magic to restrain it somehow. Then the rider must succeed at a Ride check (DC 30) to stay atop the ecalypse as it bucks wildly (with a -5 penalty on Ride checks made when riding bareback). A failed check results in the rider being thrown which provokes an attack of opportunity from the ecalypse - and taking 1d6 points of damage, landing prone next to the beast. Depending on the circumstances, the ecalypse either flees incorporeally or attacks.

If the ecalypse is broken by a rider, it communicates willingly and serves as loyally as a typical horse. For that rider only, the -5 penalty on bareback Ride checks no longer applies, and the ecalypse's ability to become incorporeal affects the rider as well. An ecalypse can fight while carrying a rider, but the rider cannot also fight without making a successful Ride check (see Ride).

Some riders simply dominate an ecalypse magically and ride it with a saddle, but the creature's abilities don't extend to the rider in that case. The ecalypse resists magical control any way it can.