Coursar

celestial · CR 4 · from Book of Beasts I · by Robert J. Hall
Coursar
StatisticValue
Size/TypeMedium Outsider (Chaotic, Extraplanar, Good)
Hit Dice4d8+8 (26 hp)
Initiative+1
Speed50 ft. (10 squares)
Armor Class15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple+4/+6
AttackHoof +6 melee (1d4+2); or masterwork scimitar +7 melee (1d6+2/18–20); or masterwork long bow (+2 Str bonus) +7 ranged (1d8+2/x3).
Full AttackHoof +6 melee (1d4+2); or masterwork scimitar +7 melee (1d6+2/18–20); or masterwork long bow (+2 Str bonus) +7 ranged (1d8+2/x3).
Space/Reach5 ft./5 ft.
Special AttacksBreath weapon, spell-like abilities
Special QualitiesChange shape, damage reduction 5/evil and cold iron, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to acid 10, cold 10, and fire 10, scent, spell resistance 15, tongues
SavesFort +6, Ref +5, Will +5
AbilitiesStr 14, Dex 13, Con 15, Int 10, Wis 12, Cha 12
SkillsBalance +5, Concentration +7, Diplomacy +8, Hide +4, Jump +9, Listen +10, Ride +8, Sense Motive +5, Spot +10, Survival +8, Swim +4
FeatsEnduranceB, Run, Weapon Focus (longbow)
EnvironmentAny chaotic good-aligned plane
OrganizationSolitary, pair, or herd (6–10)
Challenge Rating4
TreasureNo coins; double goods; standard items
AlignmentAlways chaotic good
Advancement5–10 HD (Medium); 11–15 HD (Large)
Level Adjustment―

Description

This beautiful, elegant creature is a tall humanoid with equine features and a sleek coat of white hair. Its legs are distinctly horse-like, and its face has long, drawn-out features, beautiful eyes, and pointed, elf-like ears.

Coursars are tall, lanky humanoids who bear a curious resemblance to a horse, particularly since the lower portions of their legs are equine in form. They have pale blue flesh and long, shiny white hair on their heads, while the entire body below the waist is covered by a sleek coat of short white hair. The face of the coursar is both noble and solemn in countenance, with long, drawn-out features, elf-like ears, and beautiful deep blue or green eyes. The hands are delicate and have unusually lengthy fingers, but are more than capable of wielding weapons quite effectively in combat.

Somehow a coursar always manages to appear sparkling clean, regardless of its trials and tribulations. Even the blood of this race is a pale bluish hue that readily blends against its flesh. Most dress in only light garb, favoring stylish clothes that accents their supple form. Coursars are very social creatures and will freely lend their aid to any cause they deem worthy.

Combat

Coursar fight with dogged determination, but prefer quick strikes using a surprise charge or hit-and-run tactics with ranged weapons. A coursar's natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will―feather fall, jump, know direction. 3/day―fang, longstrider, shield. 1/day―cure moderate wounds. Caster level 4th.

Breath Weapon (Su): 20-foot cone, once every 2d4 rounds, glitterdust as the spell (caster level 4th), DC 14 Will negates (blinding only). The save DC is Constitution-based.

Change Shape (Su): A coursar can assume the form of an equine form of Medium or Large size. While in this form the coursar loses its own hoof, scimitar, and longbow attacks, but gains the natural hoof and bite attacks of the form it chooses. For the purposes of this ability, equines include horses, mules, donkeys, camels, and ponies. It does not include elephants.

Tongues (Su): Coursars can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Skills: Coursars have a +4 racial bonus on Listen and Spot checks.

Advanced Benefits

In addition to the standard changes due to Hit Dice advancement, coursar also gain the following special benefits.

  • Spell resistance equal to creature's Hit Dice + 11 (maximum 35).
  • The caster level of the spell-like abilities is equal to the Hit Dice.
  • The save DC of the breath weapon is equal to 10 + ½ HD + Constitution modifier.
  • 5+ HD ― Add to spell-like abilities: 3/day―fly, speak with animals.
  • 6+ HD ― Able to change shape into a pegasus. Damage reduction improves to 10/cold iron or evil.
  • 7+ HD ― Add to spell-like abilities: 1/day―freedom of movement, greater magic fang.
  • 8+ HD ― Add to spell-like abilities: 1/day―cure serious wounds, dispel magic.
  • 9+ HD ― Add to spell-like abilities: 3/day―dimension door.
  • 10+ HD ― Add to spell-like abilities: 1/day―water walk.
  • 11+ HD ― Damage reduction improves to 15/cold iron or evil.
  • 12+ HD ― Able to change shape into a griffon.
  • 13+ HD ― Add to spell-like abilities: 1/day―heal.
  • 14+ HD ― Add to spell-like abilities: 1/day―greater teleport.
  • 15 HD ― Add to spell-like abilities: 1/day―plane shift.

All 820 monsters in the Netbook Bestiary