One of the oldest creatures I ever statted, as the preferred steed in wild regions of my world.
Claw Steed CR 5
N Large Animal
Init +4 Senses Low-light vision; Perception +8
AC 17 touch 9, flat-footed 17 (+8 natural, -1 size)
hp 47hp (5d8+25 con)
Fort +9, Ref +4, Will +1
Defensive Abilities Immune to Charm & Hold Spells, +4 on cold or ice spell saving throws
Speed 30 ft.
Melee 2 Claws +7 (1d8+5/18-20), Bite +4 (d6+2) or Tail +4 (1d4)
Special Attacks: Tail +7 - Back Attack only 1d4 dmg, Stampede
Str 20, Dex 11, Con 20, Int 6, Wis 11, Cha 11
Base Atk +3 CMB +9 CMD 19
Feats Improved Initiative, Multi-Attack, Imp Critical (18+ double dmg with claw)
Skills +8 Climb, +8 Perception , +5 Swim, +5 Survival, +16 Jump
Other Gear Lone Claw Steeds may have barding
Organization Herd (15 - 90)
Treasure Value None
Advancement 6-12 HD (Large)
Wild equine beasts, whose natural environment are on the Kazurn plains, but they roam throughout the domain. They have a tooth filled maw; a long whip like tail and short heavy fur allows them to survive extremely cold temperatures. Their coats mimic the same as horses but it is much thicker and harder to work with. Their wickedly sharp claws enable travel in rocky terrain, capable of them climbing vertical surfaces, graze thru ice & seize medium sized and smaller creatures.
These steeds are the preferred mounts for those who shun air travel or hunt on the wasteland. Their unique features enable these creatures to thrive in environments that leave most creatures defenseless. Much better in combat than flying animals and able to withstand the cold. But they cannot be breed in captivity, thus only adventurers are ever able to find one to be their steed.
Tribal druids may sometimes beseech these creatures into service, but only if the tasks helps both the tribe and the claw steed herd. Many of these same tribes hunt these beasts for meat, fur, bones and blood, not out of disrespect, but desperation. Upon success, the tribe always thanks the spirit totem for the sacrifice.
Claw Steeds raise their front claws and attack in a claw, claw bite format, using their tail to eliminate sneak attacks. They have incredibly sharp claws (improved critical), which can seize foes or rip them to shreds. When these wild beasts have a rider, they will follow their master’s attack to compliment the combat style.
Stampede (Attack): This attack is determined by herd size, at least 15 claw steeds must be present to form a stampede.For every three members add +1 to the base attack, +1d6 to damage and +1 on the DC for reflex saving throw. Herds with 90 or more members have the following combat stats: +37 Attack, 30d6 damage, DC 40, Ref save for half damage. They usually do this only once per attack sequence- stampeding a foe then running off.
Tail Attack Claw Steeds are always aware of creatures at its backside, getting an attack with their razor sharp tail - lashing anything behind them. This is a free attack, it does not count towards the creatures maximum allowed with their claw and bite routine. Their tail is a thick black whip with small sharp shards, it is constantly swaying back and forth.
The herd is the only society for claw steeds. They run with their herd and follow the oldest and strongest member. Individual claw steeds can part from the herd for a variety of reasons. The most obvious is during a stampede, an individual may have lost footing or wounded and are unable to keep up to the herd. Some hear the call of the divine and leave to become the personal mount for a devout paladin, ranger or druid.
Hunted endlessly, lone members become targets for those seeking a strong and unforgettable mount. Due to their wild natures, a claw steed is immune to all charm and hold spells. A handle animal (DC 40) skill check is required once the creature is subdued but not injured. As a wild, magical beast, claw steeds cannot mate in captivity.