White Hart (CR 5)
Large Magical Beast
Alignment: Usually chaotic good
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +16, and Spot +16
AC: 18 (-1 size, +3 Dex, +2 natural, +4 deflection), touch 16, flat-footed 15
Hit Dice: 7d10+14 (52 hp); DR: 5/magic
Fort +7, Ref +10, Will +2
Speed: 80 ft.
Space: 10 ft./5 ft.
Base Attack +7; Grapple +16
Attack: Gore +11 melee
Full Attack: Gore +11 melee and 2 hooves +11
Damage: Gore 1d12+5, Hooves 1d8+5
Special Attacks/Actions: Powerful charge, trample 2d6+5
Abilities: Str 20, Dex 17, Con 15, Int 12, Wis 10, Cha 18
Special Qualities: Arrows foil, leap between worlds
Feats: Alertness; Dash; Improved Initiative; Lightning Reflexes
Skills: Escape Artist +14, Hide +8, Jump +25,, Listen +16, Move Silently +9, and Spot +16
Advancement: 8-12 HD (Large); 13-16 HD (Huge)
Climate/Terrain: Any forest
Organization: Solitary or herd (2-8)
A white hart prefers to avoid combat whenever possible unless it has a rider who asks it to ride into combat. To avoid combat, a white hart uses its superior speed and stealth in the forest. Once combat is joined, it uses both antlers and hooves to slash and trample foes.
Arrow's Foil (Su): The half-world nature of a white hart grants it a deflection bonus to its Armor Class (although it is not incorporeal) and grants it some protection from normal arrows. Against ranged weapons it has DR 10/magic.
Leap Between Worlds (Su): A white hart can plane shift as a swift action when in a forest that contains elves or fey creatures, moving from the Material Plane to Arborea, the Beastlands, Ysgard, or vice versa. It can carry one Large, two Medium, or four Small riders while doing so.
Trample (Ex): A white hart can leap on and trample foes for 2d6+5 points of damage, although it usually only does so when cornered or when its rider demands it. DC 18 Reflex for half, The save DC is Strength-based
Skills: White harts gain a +8 racial bonus on Escape Artist, Listen, and Spot checks.