A fusion of a rider and its steed, all clad in blackened, battered, spiked armors.
CR 8; XP 4,800
CN Large Outsider (battlewrought, chaotic, extraplanar)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +15
AC 21, touch 10, flat-footed 20 (+9 armor, +1 Dex, +2 shield, –1 size)
hp 105 (10d10+50); regeneration 10 (cold iron or lawful)
Fort +11, Ref +10, Will +7
Defensive Abilities constructed; DR 5/adamantine or lawful; Resist cold 10, electricity 10, fire 10
Weakness rust vulnerability
Speed 50 ft.
Melee lance +15/+10 (2d6+5, 19-20/x3), bite +9 (1d6+2) and 2 hooves +9 (1d6+2)
Space 10 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks crushing charge, victorious prance
Spell-Like Abilities (CL 10th, concentration +11)
Constant—air walk, lead blades
1/day—summon (level 5, 3 bolter battlewrought or 1 grunt battlewrought)
Str 20, Dex 12, Con 14, Int 11, Wis 15, Cha 13
Base Atk +10; CMB +16; CMD 27 (31 vs trip or overrun)
Feats Critical Focus, Great Fortitude, Improved Critical (lance), Improved Initiative, Iron Will, Lightning Reflexes, Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Weapon Focus (lance)
Skills Acrobatics +14 (+22 while jumping), Intimidate +14, Knowledge (engineering) +13, Perception +15, Profession (soldier) +15, Ride +17
Language Abyssal, Celestial, Infernal; truespeech
SQ monstrous cavalry, undersized weapon
Organization single, pair or a band (3-12)
Crushing Charge (Ex): A charger battlewrought can attempt a free bull-rush or overrun attempt without provoking attack of opportunity after a successful charge attack.
Monstrous Cavalry (Ex): Despite being a single creature, a charger battlewrought counts as both the mount and the rider when that would be beneficial to it.
Rust Vulnerability: A charger affected with rust-inducing effect has its regeneration suppressed for the duration of the effect. Instantaneous rust effects suppress the regeneration for 1 round.
Victorious Prance (Ex): When a charger drops an enemy below 0 hit points, it can rear triumphantly as an immediate action. The charger can make two hoof attacks against enemies in reach, and until end of the following turn, its speed increases by 10 feet.
Chargers are the cavalry of the battlewrought legions. A union of the mount and the rider, fused into the singular machine of war, they do little else except roaming the battlefield and charging their opponents. Like all battlewrought, they are only interested in war, but whereas grunts appear to be uniformly taciturn stoics, the chargers are divided between equally silent lancers and boastful and temperamental cavaliers. Both kinds of chargers are willing to roam the fields in search of opponents, but when called they will participate in crushing heavy cavalry charges as well.
The war incarnate, the spiritual debris of endless battles, the battlewrought are embodiment of conflict itself. While they appear to be husks made of discarded armors, broken weapons, and pieces of ancient siege engines, they are animated with a living force, spirits formed from out of the raw chaos of war.
Battlewrought Subtype: Battlewrought are spirits of war inhabiting shells made of shattered arms and armor. They have following traits.
Body Weaponry (Ex): All the weapons, shields, and armors used by battlewrought are parts of its body. They cannot be disarmed or removed. They can be sundered but they regenerate in 1 round if broken or 1d4+1 rounds if destroyed.
Constructed (Ex): Although battlewrought are living outsiders, their bodies are constructed of physical components, and in many ways function like constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), battlewrought count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Battlewrought are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
Saves: A battlewrought good saves are Fortitude and Reflexes.
Skills: A battlewrought counts Acrobatics, Intimidate, Knowledge (engineering), and one Profession skills related to war and its specific role such as siege engineer, soldier, teamster, or sailor as its class skills in addition to regular Outsider class skills.
Regeneration (Ex): All battlewrought have regeneration, usually suppressed by cold iron or lawful effects. The amount regenerated varies between battlewrought.
Truespeech (Su): A battlewrought can speak with any creature that has language as if using tongues (caster level 14th). This ability is always active.
Wrought For Battle (Ex): A battlewrought racial HD counts as fighter levels when meeting prerequisites of combat feats. A battlewrought gains bonus combat feats as if its racial HD were fighter levels.