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Monday, January 23, 2023

Slugs and Griffons and Stuff, Oh My!

Art Credit Unknown.

A
s with the previous article, much of what was presented in the first article works here as well. Exceptions and modifications are listed below.


Gender

            With monsters, none of the logic about geldings applies here. Monsters are either male or female (50/50 chance), except for some that are neither.

 

Reaction Checks

            Reaction checks intended for horses don’t work with monsters encountered in the wild or in a dungeon. Those are subject to normal game mechanics. Thus, if a hero runs into a wyvern, the latter will probably be much more interested in a quick snack than anything else. The monsters described here were bred, trained, or enchanted for the purpose of becoming mounts. All of them can be used in combat.

            The monsters’ Intelligence attributes and alignments come into play and could/should require roleplaying and some type of bonding between them and their riders, perhaps some treasure-sharing scheme or common purposes in life. Backstories and circumstances justifying the association are entirely up to the DMs and the players. At some point regardless of the rationale for a monster agreeing to become someone’s mount, the usual horse-like reaction check should still come into play since it drives behavioral issues, riding checks, and level advancement.

 

Common Grounds

            Most monsters listed here are their own type, with specific riding skills, riders’ cultures, and spoken languages (i.e. griffon, giant slug, rock toad, etc.). One notable exception concerns monstrous equines, such as the coltpixies, hippogriffs, nightmares, pegasi, and unicorns; they require the same horse-riding skills and all speak the same language. Hellhounds can also be considered canines able to communicate with ice wolves, worgs, blink dogs, spectral hounds, and your mighty pug. Arguably, riding skills and languages for the land-runner and the T-Rex are also the same, so if one can be ridden, so can the other.

 

Mount Attributes

            They are rolled as shown in the previous two articles: 2d4+8. Avoid the usual cheating methods (rolling 3 dice and keeping the 2 best, swapping rolls to max out certain attributes, and so on). The +8 is intended to prevent really bad scores. A DM is always welcome to change these scores as needed.

            Attributes of monsters may very well exceed 18. Allowing stats 19+ for B/X-BECMI should be appropriate. For AD&D game mechanics, use the warrior’s percentile increments up to 1800 to “soak up” excess bonuses.

 

Flying Abilities

            Jumping abilities are mostly my own guesswork. Many of the monsters in this article can fly and, therefore, their jumping stats aren’t listed since they would be largely irrelevant.

            A flying mount incurring more than 50% damage must land if it is encumbered, otherwise, it can sustain up to 75% damage before it must land. Detailed game mechanics will probably come into play at some point. CAL3 Alfdaín Ascendant provides a good flight system (pp. 74-75) addressing flight speeds, maneuverability, turning, hovering, flight conditions, and travel speeds.

 

Miscellaneous Notes

·  Charging Maneuver: The description of horses during a charge (trot/gallop/full-speed charge) only applies to equines and mounts weighing more than 800 lbs.

·  Travel Distances & Loads: These mechanics are the same as those in the first article unless noted otherwise.

·  Warfare: All agreeable mounts can perform combat duties.

·  Strength, Endurance, Agility, Intelligence, Advancement, Ageing, Market Values, & Mounted Archery: They remain unchanged from the original article. As regards Agility, some mounts just can’t jump at all, like the giant slug (sorry, no flying slugs as of yet).

·  Morale: Ratings are listed directly in the mounts’ descriptions. The first number is for use with B/X-BECMI, and the next for other OSR games.

·  Age and Lifespans: Since this is fantasy at its best (or at its worst), life cycles are my own guess. Some of the lifecycles reflect the base number of HD and the size of a mount. Others result from logical assumptions, such as pegasi and hippogriffs being comparable to other equines. At least, the aging mechanics described in the first article can be used here without exceptions.

·  Saddles and Harnesses: The general idea is elaborated in the previous article. Details are listed with each monster entry below.

 

Alignment

            Established game mechanics define the monsters’ alignments. They are likely to differ greatly from the mounts introduced in the previous two articles. I could avoid this complication earlier; no such luck here. Therefore, related mechanics presented in the first article need to be modified. Unless a backstory indicates a clear preference, roll 1d6: 1-4. The mount prefers its own alignment. 5-6. It prefers another once removed.

 

For B/X-BECMI:

·  If Lawful or Chaotic: Neutral

·  If Neutral: roll 1d4: 1-2. Lawful, 3-4. Chaotic.

 

For Other OSR games, roll 1d4:

·  If LG or CG: 1-3. NG, 4. LN or CN, as appropriate.

·  If LE or CE: 1-3. NE, 4. LN or CN, as appropriate.

·  If NG or NE: 1. Tends toward Lawful, 2. Toward Chaotic, 3-4. True Neutral.

·  If LN or CN: 1. Tends toward Good, 2. Toward Evil, 3-4. True Neutral.

·  If True Neutral: 1. NG, 2. CN, 3. NE, 4. LN.

 

Bonding

            A monstrous steed may form a special bond with its master after a significant amount of time the two have been associated. These bonds may enable a special ability if:

·  The mount has already earned at least one extra HD from the association with its present rider.

·  The mount currently earns a +5% bonus to its experience points.

            Special abilities require the rider to be mounted and be one the mount leveled up with. Any special abilities are included with the monsters’ individual descriptions (see below).

 

Types of Mounts

d%

Type: Chimera

Market Value:

7,200+ gp

1-6

Breed: Altan Tepes (Mystara), Abbor-Alz (WG), Thay (FR),

Osrian (Calidar)

Size: up to 18 hands

8 HD+8

 MV 120’ (40’) 180’ (60)

Treat as 9 HD monster

+2 Str

–1 Dex

High Jump: (flies)

Long Jump: (flies)

Morale (ML): 9/15

Preferences: Humans, Strength 13+

Dislikes: Elves, ½ elves, magic users

Description:
 (As per the established monster). The AD&D game version sets the base MV at 9” on the ground or 90’ (30’) instead of 120’ (40’) for B/X-BECMI. Flight speed is the same in both games The rider incurs a –2 penalty to Initiative and to hit with projectile weapons when facing foes directly in front of the mount because its three heads block much of the rider’s forward line of sight. Conversely, the rider receives a +2 AC bonus vs. projectiles shot from directly ahead of the mount because of the intervening heads.
                Chimeras live up to 180 years, reaching full size in about 36. Weight: up to 900 kg (2,000 lbs.).

Saddles: Chimeras only use sturdy, high-cantle H saddles with straps running around the thorax, up from there between the two front paws and around the chest and necks back to the saddles to keep the latter secured in place. Saddles include stirrups and a belt keeping riders mounted during abrupt flight maneuvers. Weight: about 45 lbs. (20 kg). Cost: 6 gold +12/HD.

7-12

Type: Coltpixy

Market Value:

1,200+ gp

Breed: Wendar Cob (Mystara), Elmshire (WG), Feywild (FR),

Dwëorfax (Calidar)

Size: up to 1 hand

2 HD+8

MV 900’ (300’)

Treat as 3 HD monster

+2 Dex

+1 Con

High Jump: 6 inches (15cm)

Long Jump: 1½ft (45cm)

Morale (ML): 10/17

Preferences: Halflings, gnomes, Cha 13+

Dislikes: Dwarves, clerics

Description: The coltpixy is an enchanted steed distantly related to unicorns, a fairy creature that can alter its size from 1 to 15 hands (the size of a courser). The statistics listed above are for its pixy size, although its magically enhanced speed remains the same in all sizes. Along with halflings and gnomes, the coltpixy naturally enjoys ideal relations with pixies, brownies, leprechauns, and the like. It is Chaotic (B/X-BECMI) or Chaotic Good (with other OSR games). This magical creature does not normally serve a rider for long, unless by agreement of a fey ruler, perhaps for the length of a campaign or in exchange for a substantial share of treasure and a magical vow binding the rider to the fey realm.
                Coltpixies can live up to 100 years, maturing in about 20. Weight: up to 10 lbs. (4½ kg), else as a full-size courser.

Saddles: Any saddle worthy of a coltpixy must be enchanted to match the steed’s actual size. Both Light and Heavy saddles are acceptable, like for most other equines. Weight: (L) ⅓ lb. or (H) 1 lb. (otherwise as normal-sized horse saddle). Cost: Price of enchantment plus (L) 7 gp +6 per HD or (H) 17 gp +12 per HD.

13-18

Type: Feline, Mega

Market Value:

1,600+ gp

Breed: Kalaban (Mystara), Lortmil (WG),

Dire Woods (FR), Taslan (Calidar)

Size: up to 15 hands

7 HD+8

MV 150’ (50’)

Treat as 8 HD monster

+1 Str

+1 Dex

High Jump: 12ft (3½m)

Long Jump: 36ft (10½m)

Morale (ML): 10/17

Preferences: Halflings, gnomes, Dex 13+

Dislikes: Humans, Thieves

Description: Essentially cave lions or very large smilodons, these great cats are as big as horses. They make great mounts in a Pleistocene-like setting. Since they do not like to be mounted, which interferes with their natural agility, they prefer smaller or lighter riders. Their claws allow them to climb up tree trunks strong enough to withstand their weights. They are also good jumpers. There is a small chance (10%) that a mega feline is in fact a displacer beast (5+8 HD, market value of 4,800 gp).
                Mega felines and displacer beasts live up to 25 years, maturing in about 5. Weight: up to 1,000 lbs. (450 kg).

Saddle: Mega felines only tolerate light saddles. In the case of a displacer beast, the saddle sits right behind the tentacles, between the first and second pairs of legs. Weight: 12 lbs. Cost: 4 gp +6 per HD.

19-24

Type: Griffon

Market Value:

3,000+ gp

Breed: Wendarian (Mystara), Abbor-Alz (WG), Umbergoth (FR),

Lathrian (Calidar)

Size: up to 16 hands

6 HD+8

MV 120’ (40’)

360’ (120’)

Treat as 7 HD monster

+2 Str

+1 Con

High Jump: flies

Long Jump: flies

Morale (ML): 8/14

Preferences: Elves, ½ elves, Strength 13+

Dislikes: Humans, magic-users

Description: A classical mount, it is highly prized by military and knightly orders who either protect those living wild or prevent younglings from being raised outside their orders’ oversight. Although it dislikes humans (relative to other races), once its trust is earned, the griffon is one of the most loyal and dedicated steeds. It generally prefers the appearance and demeanor of elves and half-elves.
                Should rider and mount become bound, they share the best saving throws with a +1 bonus between the two of them. Griffons can carry loads up to 20% of their own weights on their backs but, while dismounted, they can lift prey up to 80% of their own weights, such as an average horse.

                Griffons live up to 125 years, growing to full size in about 25. Weight: up to 1,780 lbs. (800 kg).

Saddle: The saddle sits between the wings, with stirrups in front of the griffon’s shoulders. The Heavy saddle features a sturdy horn enabling a lasso to be secured. They include straps to keep the rider seated during abrupt aerial maneuvers. Weight: (L) 15 lbs. or (H) 40 lbs. Cost: (L) 3 gp +6 per HD or (H) 8 gp +12 per HD.

25-31

Type: Hellhound

Market Value:

2,000+ gp

Breed: Outer-planar

Size: up to 13 hands

4 HD+8

MV 120’ (40’)

Treat as 5 HD monster

+1 Str

High Jump: 7½ft (2.30m)

Long Jump:15ft (4.60m)

Morale (ML): 9/15

Preferences: Half-orcs, Strength 13+

Dislikes: Halflings, gnomes, clerics

Description: It is a naughty steed for a naughty rider. It relishes hunting and tearing prey apart for sport as a way to satisfy its dark ego and status in the eyes of other hellhounds nearby. Handlers must take care to keep the beastie well fed for it is temperamental and may bite when hungry, frustrated, or hurt. Males do not do well together and tend to get into frenzied fights to set a pecking order in a pack. If unrestrained, nearby hellhounds will jump into the fray until all but one fail their Morale checks. The last becomes the pack’s alpha. Neutered hellhounds never seek to become alphas (treat as geldings, as far as behavior and attribute modifiers are concerned). Though they “dislike” halflings and gnomes as possible riders, they do enjoy the taste of their flesh and the delicate crunch of their bones, often toying with their victims before slaying.
                They live up to 25 years, reaching full size in about 5. Weight: up to 520 lbs. (236 kg).

Saddle: Hellhounds seem most agreeable to dark red or black leather leatherworks, possibly with bone adornments and fur padding. Weight: (L) 10 lbs. or (H) 25 lbs. Cost: (L) 4 gp +6 per HD or (H) 10 gp +12 per HD.

32-37

Type: Hippogriff

Market Value:

1,200+ gp

Breed: Selinar (Mystara), Celene (WG), Tethyri (FR),

Elëarasti (Calidar)

Size: up to 16 hands

2 HD+9

MV 120’ (40’)

Treat as 3 HD monster

+1 Con

High Jump: flies

Long Jump: flies

Morale (ML): 8/14

Preferences: Elves, ½ elves, Intelligence 13+

Dislikes: Dwarves, fighters

Description: A hippogriff enjoys the uncanny ability to dimension door whenever its rider rolls a 1 or 2 on a riding check while performing an abrupt aerial maneuver. This ability only becomes available if the hippogriff is bound to its master. Both the flying steed and its master dimension door, not just the mount.                Hippogriffs live up to 25 years, growing to full size in about 5. Weight: up to 1,800 lbs. (820 kg).

Saddle: The saddle sits between the wings, with stirrups in front of the hippogriff’s shoulders. The Heavy saddle possesses a sturdy horn to secure a lasso. They include straps keeping the rider seated during abrupt aerial maneuvers. Weight: (L) 15 lbs. or (H) 40 lbs. Cost: (L) 7 gp +6 per HD or (H) 17 gp +12 per HD.

38-44

Type: Land-runner (…rover, cruiser, etc.)

Market Value:

1,000+ gp

Breed: Denwarfer (Mystara), Iron Hills (WG),

Dwarves Deep (FR), Ishturas (Calidar)

Size: up to 14 hands

4 HD+8

MV 180’ (80’)

Treat as 5 HD monster

+2 Dex

High Jump: 4ft (1.20m)

Long Jump: 8ft (2.40m)

Morale (ML): 8/14

Preferences: Dwarves, Wisdom 13+

Dislikes: Half-orcs, thieves

Description:
 To the risk of disappointing some readers, the “land-runner” isn’t an all-terrain vehicle built by a famous RW manufacturer, but an equally trusty lizard biped without tail or front limbs. When domesticated, this reptile steed is best used in underground settings or in broken lands. It senses its surroundings using echolocation and smell.
                Land-runner: AC 5, HD 4+8, AT 1 bite or spit, D 1d8 or special, Save F4; Size L—INT 3, AL Neutral. When failing a Morale check and before fleeing, the land-runner spits a ball of sticky goop the size of a grapefruit. The mix of half-digested meat and phlegm acts as a strong adhesive bonding to anything it lands on, up to 30ft away. If the attack score is good enough to hit AC 0, the goop lands in the victim’s eyes (the intended target; no save). The sticky, stinky mess degrades in 1 Turn after which it can be wiped off. Until then, the victim is blinded.

                Land-runners live up to 30 years, growing to full size in about 6. Weight: up to 500 lbs. (225 kg).

Saddle: Usually of dwarven workmanship, saddles are fitted with utility implements (lanyards, hooks, rings, pockets for tools or weapons, lasso, etc.). Heavy saddles have a high cantle and include a sturdy pommel with a grappling hook attached to a small winch, and studded-leather chaps that can be folded over the rider’s legs and fastened in place with large buttons. A pole with a war pennant or a clan standard can be fitted on the saddle’s back; others may include instead an umbrella for protection against sun or rain. Weight: (L) 12 lbs. or (H) 35 lbs. Cost: (L) 15 gp +6 per HD or (H) 10 gp +30 per HD.

45-50

Type: Manticore

Market Value:

4,800+ gp

Breed: Black Hills (Mystara), Deepwing (WG), 

High Moorian (FR), Ereban (Calidar)

Size: up to 15 hands

5 HD+8

MV 120’ (40’)

180’ (90’)

Treat as 6 HD monster

+1 Dex

+1 Con

High Jump: flies

Long Jump: flies

Morale (ML): 9/15

Preferences: Half-orcs, Dexterity 13+

Dislikes: Humans, clerics

Description: The manticore is a tricky mount, due to its chaotic nature. Whenever its master fails a riding check by 3 pts or worse, the mount does as it pleases until the rider can succeed another check by +3 pts or better (allow 30mn between checks). When self-minded, the manticore usually gets distracted by something that looks like it should normally hunt, an isolated person or some large prey. On the other hand, a mount bound with its master benefits from Dexterity bonuses when shooting spikes, either its own bonus to hit or the rider’s, whichever is greatest.
                Manticores live up to 100 years, growing to full size in about 20. Weight: up to 1,600 lbs. (725 kg).

Saddle: These saddles are similar to those used on griffons and hippogriffs. Weight: (L) 15 lbs. or (H) 40 lbs. Cost: (L) 4 gp +6 per HD or (H) 9 gp +12 per HD.

51-56

Type: Nightmare

Market Value: n/a

Breed: Outer Planar

Size: up to 15 hands

4 HD+8

MV 150’ (50’)

360’ (120’)

Treat as 5 HD monster

+2 Str

+1 Dex

High Jump: flies

Long Jump: flies

Morale (ML): 11/18

Preferences: Humans, Intelligence 13+

Dislikes: Halflings, gnomes, fighters

Description: Only the truly wicked can ride a nightmare, usually at the behest of a greater power. If the mount has more HD than its rider, the latter must succeed a saving throw vs. death when failing a riding check by 3 pts or more to prevent the nightmare from imposing its own willpower, much like a sword with a powerful ego. A dominating nightmare will seek to destroy all it hates in the prime plane or in the astral plane, until the moment its rider sustains damage. Unless its services are required, this darkest of steeds turns ethereal until summoned again.
             The nightmare isn’t subject to Constitution checks, as its power isn’t from the world of mortals. It requires neither air nor food and water, a feat extending to its master if the two have become bound, so long as the latter remains mounted.

                As it hails from infernal planes, the nightmare does not age, nor does it possess a gender. It is fully grown when made to arise from the abyss. Weight: up to 1,400 lbs. (635 kg).

Saddle: Made from the skins of the damned, a nightmare’s saddle inflicts 1 point of damage per turn to anyone touching it who isn’t of an Evil alignment (Chaotic in B/X-BECMI). The tormented faces of the flayed briefly appear now and then as embossed imprints on the saddle’s side flaps, knee rolls, skirts, and cantle before fading away. The pommel is generally in the form of a silver or ebony skull. The saddle comes into being when the rider summons the nightmare and, therefore, has no cost. Weight: (H only) 40 lbs.

57-63

Type: Pegasus

Market Value:

800+ gp

Breed: Cruth Steed(Mystara), Cairn Hills (WG),

Evermeet (FR), Phaëron (Calidar)

Size: up to 16 hands

1 HD+10

MV 240’ (60’) 

480’ (120’)

Treat as 2 HD monster*

+1 Dex

+2 Con

High Jump: flies

Long Jump: flies

Morale (ML): 8/14

Preferences: Elves, half-elves, Charisma 13+

Dislikes: Dwarves, magic-users

Description: A Lawful (B/X-BECMI) or Good-aligned rider (in other OSR games) can train a pegasus from a very young age only and ride it. This steed will never accept a rider who isn’t Lawful (or Good, as appropriate). The rider still is subject to an initial reaction check when training is complete and to any others needed afterward. A pegasus rider only ever becomes unhorsed when failing a riding check with a natural 20 score while attempting to perform an abrupt aerial maneuver. If the mount and its master have become bound, all riding checks automatically succeed regardless of circumstances, except with a natural 20 score.
              (*) The 2+2 HD version is for B/X-BECMI. The other OSR versions have 4 HD, therefore 3+8 HD here. Their cost would also double.

                Pegasi live up to 135 years, growing to full size in about 27. Weight: up to 1,500 lbs. (680 kg).

Saddle: Pegasi tolerate no saddles or at best padded blankets or sheepskins, no bits or bridles, no straps securing the riders, and no saddlebags of any sort. Weight & Cost: Negligible.

63-68

Type: Rock Toad

Market Value:

1,200+ gp

Breed: Jhyrraddel (Mystara), Glorvardum (WG), Toadsquat (FR), Steinfold (Calidar)

Size: up to 11 hands

2 HD+9

MV 60’ (20’)

Treat as 3 HD monster

+2 Dex

–1 Con

High Jump: 10ft (3m)

Long Jump: 40ft (12m)

Morale (ML): 7/12

Preferences: Dwarves, Dexterity 13+

Dislikes: Elves, half-elves, clerics

Description: Dwarves are known to breed the largest of rock toads, about the size of ponies with skin colors ranging from dull red to gray, olive, or brown. Though slow and ungainly, these mounts enjoy nonetheless fantastic jumping abilities for their sizes and very tough skin making them ideal for combat as well as for crossing rough terrain. Jumps require no momentum, however, charging isn’t a combat option.
              Rock Toad: AC 2, HD 2+9, AT 1 bite, D 1d6, Save F3; Size L—Int 2, AL Neutral. These toads are poor swimmers, moving at quarter speed in still water. Their skins are toxic, inflicting 1d4 damage to any foe scoring a bite or tongue attack. Their eyes cast an eerie glow projecting sallow light up to 30ft (9m) with a field of vision nearly 180˚, very useful in subterranean darkness. Their smaller cousins’ eyes are notorious for their hypnotic properties, which mounts do not readily possess as the result of their breeding. This mesmerizing ability is only present in mounts that have become bound with their riders, and only at the latter’s discretion. Victims within 10ft are paralyzed for 2d4 rounds if they fail their saving throws.

                These fearsome steeds live up to 60 years, growing to full size in about 12. Weight: up to 500 lbs. (225 kg).

Saddle: These toads accept the same sorts of saddles available to land-runners (see earlier entry) Weight: (L) 12 lbs. or (H) 35 lbs. Cost: (L) 7 gp +6 per HD or (H) 17 gp +12 per HD.

69-74

Type: Slug, giant

Market Value:

1,800+ gp

Breed: Heddensnegl (Mystara), Mistmarsh (WG),

High Moor (FR), Dvergarveg (Calidar)

Size: up to 13 hands

8 HD+8

MV 60’ (20’)

Treat as 9 HD monster

+2 Con

–1 Dex

High Jump: Cannot jump

Long Jump: Cannot jump

Morale (ML): 8/14

Preferences: Dwarves, Wisdom 13+

Dislikes: Half-orcs, thieves

Description: Never short of unusual solutions to unusual circumstances, dwarves domesticated enormous slugs as transportation able to cling to vertical or inverted surfaces. These slimy mounts use their stalks to sense their surroundings in daylight or in the dark through smells, eyesight, taste, touch, and vibrations. Nearly unintelligent, slugs must be handled with care, such as not standing directly in front of their mouths as they tend to want to bite anything moving there. Slugs also leave a 6ft-wide trail of slime when they move, rendering the affected surface slippery; a Dexterity check is needed to cross a trail. The discharge dries up in 2d4 hours. Wet slime can be used to treat wounds (1d4 hp per day) or produce glue, which is why owners often collect a jarful of the silvery stuff. Giant slugs are best used in a moist or wet environment. They will seek to avoid arid, dusty, or hot, sandy environments.
                Giant Slug: AC 8, HD 8+8, AT 1 bite, D 1d12, Save F (½ HD); Size L—Int 2, AL Neutral. Slugs do not swim; they most likely sink to the bottom and crawl back out. They can survive underwater for 2-3 hours. Unlike wild slugs, domesticated breeds do not readily possess the ability to spit acid. This form of attack only becomes available when mount and master have become bound, and only at the rider’s discretion. Slugs can spit up to 5’ per HD at foes more than 10’ away. They inflict acid damage up to their current hit point totals (save for half). These gooey steeds negate their foes’ Strength bonuses. They also are immune to blunt weapon damage (except for magical plusses) and incur only half damage from edged weapons (plus magical bonuses). Being invertebrates, they can safely carry loads equal to two-thirds of their own weights.

                Giant slugs live up to 135 years, growing to full size in about 27. Weight: up to 1,500 lbs. (680 kg).

Saddle: These mollusks accept the same sorts of saddles available to land-runners (see earlier entry), with extra safety straps for the rider(s)They can otherwise be fitted with palanquins or howdahs. There are no such things as Light saddles. All riding gear, which is fitted using slime as an adhesive, can be arranged to enable multiple passengers to ride in tandem. War howdahs weigh about 200 lbs. They provide a +1 bonus to AC against projectiles and can be fitted with light artillery, like a scorpion or a small ballista (300 lbs. incl. munitions). Weight: (H) 35 lbs. per passenger. Cost: (H) 6 gp +12 per HD. Double the base cost for a simple howdah with seats and canvas canopy, quadruple with fancy trappings.

75-81

Type: Spider, roving

Market Value:

800+ gp

Breed: Farshire (Mystara), Welkwood (WG), Delmyran (FR),

Thornholt (Calidar)

Size: up to 10 hands

3 HD+8

MV 150’ (50’)

Treat as 4 HD monster

+2 Dex

–1 Str

High Jump: 3ft (0.90m)

Long Jump: 6ft (1.80m)

Morale (ML): 8/14

Preferences: Halflings, gnomes, Int 13+

Dislikes: Elves (excl. drow), ½ elves, thieves

Description: A curious and somewhat repulsive choice for a steed, some wee folks have come to appreciate the domesticated breeds since they make perfect mounts for difficult terrain. Relatively fast, they can crawl up vertical or inverted surfaces. They are very steady and comfortable mounts with which to travel, so much so that their owners are often called “easy riders.” These huge arachnids enjoy Intelligence similar to a horse’s. They hunt to feed, usually targeting small deer and other mid-sized prey.
                Roving Spider: AC 5, HD 3+8, AT 1 bite, D 1d6, Save F5; Size M—Int 2, AL Neutral. They are able to produce filaments which they use to quietly climb down from a position overhead. These silk strands can support about 1,200 lbs. of weight (545 kg). The beastie can grab onto a load equal to its own weight and climb back the strand at 20’ per round. If beast and master have become bound, the spider is able to produce weak venom at the rider’s discretion. A poison victim failing a saving throw loses 2 points of Constitution; if the attribute drops to more than half its original total, the victim passes out for 2d8 turns.

                These rovers live up to 25 years, growing to full size in about 5. Weight: up to 400 lbs. (180 kg).

Saddle: Riding gear fits on the spider’s thorax, just before the abdomen. It includes safety straps to keep the rider in place while the spider maneuvers on vertical or inverted surfaces. The rider leans against a high-back saddle and guides the mount with ape-hanger handlebars fitted to a special harness. Footrests lie above the spider’s anterior legs. The spider only tolerates Light saddles. Weight: (L) 15 lbs. Cost: (L) 5 gp +6 per HD.

75-81

Type: T-Rex

Market Value:

4,000+ gp

Breed: Hollow World (Mystara), Isle of Dread (WG),

Chultan (FR), Tan (Calidar)

Size: up to 36 hands

19 HD+8

MV 120’ (40’)

Treat as 20 HD monster

+3 Str

–2

High Jump: 5ft (1.50m)

Long Jump: 10ft (3m)

Morale (ML): 11/18

Preferences: Half-orcs, Wisdom 13+

Dislikes: Halflings, gnomes, fighters

Description: A perfect mount for a Lost World setting, although quite a fearsome and dangerous one to ride, it must be raised from hatchling onward, and even then, a rider always remains at risk of a quick, angry bite from a huge beast endowed with a fist-sized brain. One might argue that it packs more neurons than a baboon’s cerebrum, making the T-Rex potentially a bit smarter than generally assumed.
                Unless it has become bound with its rider, this bad boy is prone to berserk rage when a critical fail is rolled for its Morale Check. Fortunately, it cannot reach its rider who sits at the base of its neck, above the shoulders. When not in a berserk rage, a bound steed will not be tempted to bite its master, which otherwise has a 5% chance of happening when it is hurt or irritated and someone walks near its head. The magic of a shaman or sorcerer should help assuage a jittery mount.

                T-Rex lives up to 30 years, growing to full size in about 6. Weight: up to 15,500 lbs. (7 m. tonnes).

Saddle: The bulky riding gear includes a rope ladder that can be rolled up and fastened on the side. The saddle features a high cantle, possibly with shield-like protections on the sides covering the rider’s legs up to the shoulders. The saddle can be fitted with an umbrella or a canvas canopy. The rider has a clear forward view when the mount is trotting or running. Weight: (H) 50 lbs. Cost: (H) 15 gp +12 per HD.

88-94

Type: Unicorn

Market Value:

1,600+ gp

Breed: Canolbarth (Mystara), Menowood (WG),

High Forest (FR), Everën (Calidar)

Size: up to 14 hands

3 HD+8

MV 120’ (40’)

Treat as 4 HD monster

+2 Dex

High Jump: 4½ft (1.40m)

Long Jump: 13½ft (4.10m)

Morale (ML): 9/15

Preferences: Elves, half-elves, Charisma 13+

Dislikes: Half-orcs, fighters

Description: Fabulous and gorgeous in many ways, a unicorn only ever accepts a female rider if elven or human, unmarried, and pure of heart (meaning Good-aligned or Lawful in B/X-BECMI terms). A tamed unicorn will not dwell in a stable. It requires a forest or uninhabited meadows where it may roam freely until its master calls for it.
                The unicorn possesses the natural ability to dimension door with its rider. When it becomes bound, both the mount and its rider “share” any damage they receive, so if one sustains 10 points of damage, it is divided between the two regardless of whether it is mounted at the time. If one dies, so does the other.

                Unicorns live up to 36 years, growing to full size in about 7. Weight: up to 900 lbs. (360 kg).

Saddle: Unicorns only ever accept Light saddles or none at all. Weight: (L) 12 lbs. Cost: (L) 5 gp +12 per HD.

95-00

Type: Wyvern

Market Value:

3,500+ gp

Breed: Kurish (Mystara), Wyvernen (WG), Chultan (FR),

Alvernor (Calidar)

Size: up to 25 hands

6 HD+8

  MV 90’ (30’)  240’ (80’)

Treat as 7 HD monster

+2 Con

–1 Dex

High Jump: flies

Long Jump: flies

Morale (ML): 9/15

Preferences: Humans, Strength 13+

Dislikes: Elves, half-elves, magic-users

Description: Wyverns are tricky steeds because of the sting in their tails. Aside from the fact a wyvern must be raised from hatchling stage onward, an initial reaction check is still needed when the time comes to make it one’s mount. For peace of mind, some riders prefer to cap their wyverns’ stings while not in combat. The trouble with this is that the mounts dislike the feel of the caps, resulting in a –1 penalty to riding checks and to any future reaction checks.
              During fights, wyverns expect to sting foes directly ahead, narrowly missing their riders who sit in the way. Whenever this happens, there is a 5% chance of a sting hitting the rider unless beast and master have become bound; in this latter case, the rider also controls whether the sting attack is used at all. A rider surviving a wyvern’s sting hit earns a cumulative 5% chance (plus any Constitution bonuses) of becoming permanently immune to the venom.

                Wyverns live up to 500 years, growing to full size in about 100, although it could be said that most reach near their full size in about 20. Weight: up to 7,000 lbs. (3.2 metric tonnes).

Saddle: There are no Light saddles for such a large creature. Some riders prefer high-backed saddles as shields against accidental sting strikes, but among communities of serious wyvern riders, those are tantamount to training wheels on the back of kiddies’ bicycles: they demonstrate a certain lack of confidenceSaddles include safety straps to keep riders seated during abrupt aerial maneuvers. Weight: (H) 45 lbs. Cost: (H) 8 gp +12 per HD.

 

Art Credits: Unless noted otherwise, illustrations used in the above table are ©2014-2023 WIZARDS OF THE COAST obtained from the Forgotten Realms Wiki page.

 

A Final Note?

            One might wonder why I did not cover dragons. Given the place of these legendary beasties in the role-playing game’s culture, I believe they should require a separate treatment to render them due justice. As you might imagine, these articles take time and effort to put together. If you’ve enjoyed the past three articles and are interested in a sequel on dragons, please hit the donation button at the top of the right-hand sidebar this blog’s page. If I get enough for a pizza at the Next Door Pub in Lake Geneva, I’ll raise a mug of beer to thank you for your generosity, and will thereafter begin work on the dragons. Either way, thanks for your interest.