Horses in 5th Ed
Random Horses,
Horse Equipment,
Draft
Horse,
Riding Horse,
Nars,
Raurin,
Semphari,
Steppe,
Sosser,
Draft
Horse,
War Horse,
Pony,
Wild
Horse,
Riding Horse,
Mule,
Steppe
Pony,
Av,
Andaluarian,
Akhal-Tara,
Balserran,
Cyaddar,
Dales Pony,
Duquala,
Ranger
Horse,
Fordskin,
Fell Pony,
Bahtel,
Kiita,
Vor,
Wandega,
Fiendish
Horse, Heavy,
Fiendish Horse,
Light,
Fiendish Warhorse, Heavy,
Fiendish Warhorse, Light
|
Draft |
Heavy |
Medium |
Light |
Pony |
Wild |
Riding |
Mule |
Climate/Terrain: |
Any non-mountainous |
Any non-mountainous |
Any non-mountainous |
Any non-mountainous |
Any non-mountainous |
Any non-mountainous |
Any non-mountainous |
Any non-mountainous |
Frequency: |
Common |
Uncommon |
Uncommon |
Uncommon |
Uncommon |
Uncommon |
Common |
Common |
Organization: |
Herd |
Herd |
Herd |
Herd |
Herd |
Herd |
Herd |
Herd |
Activity Cycle: |
Day |
Day |
Day |
Day |
Day |
Day |
Day |
Day |
Diet: |
Herbivore |
Herbivore |
Herbivore |
Herbivore |
Herbivore |
Herbivore |
Herbivore |
Herbivore |
Intelligence: |
Animal (1) |
Animal (1) |
Animal (1) |
Animal (1) |
Animal (1) |
Animal (1) |
Animal (1) |
Animal (1) |
Treasure: |
Nil |
Nil |
Nil |
Nil |
Nil |
Nil |
Nil |
Nil |
Alignment: |
Neutral |
Neutral |
Neutral |
Neutral |
Neutral |
Neutral |
Neutral |
Neutral |
No. Appearing: |
1 |
1 |
1 |
1 |
1 |
5-30 (5d6) |
5-50(5d6) |
1 |
Armor Class: |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
7 |
Movement: |
12 |
15 |
18 |
24 |
12 |
24 |
24 |
12 |
Hit Dice: |
3 |
3+3 |
2+2 |
2 |
1+1 |
2 |
3 |
3 |
THAC0: |
17 |
17 |
19 |
19 |
19 |
19 |
17 |
17 |
No. of Attacks: |
1 |
2 |
2 |
2 |
1 |
1 |
2 |
1 or 2 |
Damage/Attack: |
1-3 |
1-8/1-8 |
1-6/1-6 |
1-4/1-4 |
1-2 |
1-3 |
1-2/1-2 |
1-2/1-6 |
Special Attacks: |
Nil |
Nil |
Nil |
Nil |
Nil |
Nil |
Nil |
Nil |
Special Defenses: |
Nil |
Nil |
Nil |
Nil |
Nil |
Nil |
Nil |
Nil |
Magic Resistance: |
Nil |
Nil |
Nil |
Nil |
Nil |
Nil |
Nil |
Nil |
Size: |
L |
L |
L |
L |
M |
L |
L |
M |
Morale: |
Unsteady (5-7) |
Unsteady (5-7) |
Unsteady (5-7) |
Unsteady (5-7) |
Unsteady (5-7) |
Unsteady (5-7) |
Unsteady (5-7) |
Unsteady (5-7) |
XP Value: |
65 |
120 |
65 |
35 |
35 |
35 |
65 |
65 |
|
Nars |
Raurin |
Semphari |
Steppe |
Sosser |
Climate/Terrain: |
Temperate |
Arid |
Arid |
Steppe |
Temperate |
Frequency: |
Uncommon |
Rare |
Very rare |
Uncommon |
Uncommon |
Organization: |
Herd |
Herd |
Herd |
Herd |
Herd |
Activity Cycle: |
Day |
Day |
Day |
Day |
Day |
Diet: |
Herbivore |
Herbivore |
Herbivore |
Herbivore |
Herbivore |
Intelligence: |
Animal (1) |
Animal (1) |
Animal (1) |
Animal (1) |
Animal (1) |
Treasure: |
Nil |
Nil |
Nil |
Nil |
Nil |
Alignment: |
Neutral |
Neutral |
Neutral |
Neutral |
Neutral |
No. Appearing: |
2-5 |
1-3 |
1-3 |
3-30 |
2-20 |
Armor Class: |
7 |
7 |
7 |
6 |
6 |
Movement: |
18 |
24 |
24 |
24 |
18 |
Hit Dice: |
3+3 |
2+3 |
3+3 |
4+3 |
4+3 |
THAC0: |
17 |
17 |
17 |
15 |
15 |
No. of Attacks: |
3 |
3 |
3 |
3 |
3 |
Damage/Attack: |
1-6/1-6/1-3 |
1-4/1-4/1-3 |
1-4/1-4/1-3 |
1-4/1-4/1-3 |
1-6/1-6/1-3 |
Special Attacks: |
Nil |
Nil |
Nil |
Nil |
Nil |
Special Defenses: |
Nil |
Nil |
Nil |
Nil |
Nil |
Magic Resistance: |
Nil |
Nil |
Nil |
Nil |
Nil |
Size: |
L (7-8’) |
L (7-8’) |
L (7-8’) |
M (5-7’) |
M (5-7’) |
Morale: |
Average (8-10) |
Unsteady (5-7) |
Unsteady (5-7) |
Average (8-10) |
Average (8-10) |
XP Value: |
120 |
65 |
120 |
175 |
175 |
Horses are large quadrupeds often used for transportation, or
as pack and draft animals, by human and demihuman races. They
are frequently bred for their speed and for their beauty.
A horse can be solid white, gray, chestnut, brown, black, or
various reddish tones; its hide can instead show a variation or
combination of these colors. Some of the more interesting
variations include the piebald, which has a coat of large,
irregular patches of black and white; the palomino, with its
rich yellow-gold coat and white mane and tail; and the dapple
gray, which is dark gray with flecks of lighter color on the
chest, belly, and hindquarters.
In addition to the coat’s color, the horse may have markings of
various sorts. The long hairs of the mane and tail can be
lighter, darker, or of the same color as the body of the horse.
Possible markings include socks (meaning the leg from the hoof,
halfway to the knee, or hock, is white); a white muzzle; a blaze
(a wide band of white from the top of the horse’s head to the
tip of its nose); and a star (a white, diamond-shaped patch set
on the horse’s forehead, right between its eyes).
Horses are measured in “hands”. One hand equals 4 inches.
Combat: War horses will fight independently of the rider
on the second and succeeding rounds of a melee. Other breeds
fight only if cornered. Most attack twice per round by kicking
with their front hooves.
Unless specially trained, horses can be panicked by loud
noises, strange smells, fire, or sudden movements 90% of the
time. Horses trained and accustomed to such things (usually
warhorses) panic only 10% of the time.
Habitat/Society: The horse’s gestation period is about
11 months. Mares (female horses) usually give birth to a single
foal (young horse). Twins do occur, but only about 10% of the
time (or less). Even triplets are possible, but are extremely
rare. The foal is weaned after six months. It is mature after
two to three years, and is considered adult at age five. The
usual life span of a horse is 30-35 years, though rare
exceptions have lived to age 50, and hard-worked horses rarely
live past age 12.
Only 10% of ponies and wild horses can be trained to serve as
warhorses. Of all the breeds and varieties listed here, only
mules are agile enough for use in mountainous or subterranean
environments.
Ecology: Modern horses evolved in temperate plains and
grasslands. Domestic breeds can be found anywhere people live
(even in the high mountains, if the local roads are good).
Horses can carry great weights for long periods of time, but not
without tiring. The table below shows the maximum weight a horse
can carry; as illustrated, greater weights cause the horse to move
at slower movement rates.
Horse Table 1. Maximum weight in pounds at
Type of Horse |
Full speed |
Half speed |
One-third speed |
Draft |
260 |
390 |
520 |
Heavy war horse |
260 |
390 |
520 |
Medium war horse |
220 |
330 |
440 |
Light war horse |
170 |
255 |
340 |
Pony |
160 |
240 320 |
Wild |
170 |
255 |
340 |
Riding |
180 |
270 |
360 |
Mule |
250 |
375 |
500 |
|
Type of Horse |
Walk |
Trot |
Canter |
Gallop |
Draft |
6 |
12 |
18 |
24 |
Heavy war horse |
6 |
15 |
21 |
27 |
Medium war horse |
9 |
18 |
27 |
36 |
Light war horse |
12 |
24 |
36 |
48 |
Pony |
6 |
12 |
18 |
24 |
Wild |
12 |
24 |
36 |
48 |
Riding |
12 |
24 |
36 |
48 |
Mule |
6 |
12 |
18 |
24 |
|
A horse can also move at speeds higher than those given as
their base movement rates, as shown on the table below. The
horse’s normal movement rate is considered a trot.
As noted in Chapter 14 of the Player’s Handbook, in a
day of travel over good terrain, a creature can travel a number
of miles equal to twice its normal movement rate. A horse’s
overland movement rate can be improved by pushing it to a canter
or gallop. A canter can be safely maintained for two hours, or a
gallop for one hour, but the horse must be walked for an hour
before its speed can again be increased. For the effects of
increasing a horse’s speed enough to affect its overland
movement rate, see Chapter 14 of the DMG.
A horse will not gallop when loaded with enough material to
reduce its normal movement rate by half; nor will it canter or
gallop if carrying a load which will reduce its normal movement
rate to one-third normal (see Horse Table 1).
Draft Horse
Large beast, unaligned
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
18 (+4) |
10 (+0) |
12 (+1) |
2 (−4) |
11 (+0) |
7 (−2) |
Senses passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Actions
Hooves. Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 9 (2d4 + 4)
bludgeoning damage.
Riding Horse
Large beast, unaligned
Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
16 (+3) |
10 (+0) |
12 (+1) |
2 (−4) |
11 (+0) |
7 (−2) |
Senses passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Actions
Hooves. Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 8 (2d4 + 3)
bludgeoning damage.
To the untrained eye, a horse is a horse and there is little
difference between a riding horse, light horse, warhorse, and
draft horse. To the trained eye, however, there are great
differences in breeds of horses. This is true in the Forgotten
Realms just as much as anywhere else.
The different breeds of horse described here are the most
notable types found in and around the lands of the Endless
Waste.
Nars
The Nars breed is famous throughout the North. The
breed has the reputation for combining strength, speed, and a
placid nature. The Nars is a popular breeding stock in Almorel,
Nathoud, Narfell, Rashemen, Damara, Vaasa, and Impiltur.
The Nars averages about sixteen hands (5’4” – a hand equals 4
inches) at the withers, making it a large animal. Its coat is
normally a chestnut color, although golds and blacks are also
found. It is strong in the harness, such that its movement rate
is not reduced when hitched to a cart or wagon. For its size and
strength, it has a fast gait, moving at the pace of a medium
horse. It can carry as much as a heavy warhorse (260/390/520).
The Nars has a good disposition and is less likely to be spooked
by sudden shocks. For these qualities, the Nars is popular with
the northern nobility and yeoman farmers alike. The Nars breed
is a staple of the horse markets of Nathoud.
Raurin
The Raurin is found mainly in the Raurin Desert and
surrounding lands. It is an ancient breed and has been the
well-spring of many other bloodlines. Bred first when the desert
was a green land, the Raurin survived the drastic change to arid
desert. In surviving, it grew tough and sturdy. For centuries it
lived wild and free in the desert lands. Then, as men returned
into the desert, they tamed the Raurin and began to cultivate
the breed.
The Raurin is a fine, strong animal, about 15 hands high. Its
legs are long and slender. Overall, the horse is slimly built,
so that it has the general proportions of a light warhorse. The
Raurin are almost always golden, dun, or gray in color.
The breeders have capitalized on the Raurin’s strength and
stamina. Through careful management, they have bred the line for
speed. The Raurin has all the qualities of a light warhorse and
then some. In addition to speed, the Raurin is noted for its
sure-footedness and stamina. It is stronger than a light
warhorse and hardier. It can survive on fodder alone, and does
not need to be fed grain. It can also last for one to three days
without water.
It is speed that makes the Raurin famous, however. its
supporters boast that there is no faster horse in the world. It
certainly is one of the fastest, and the breed is popular among
the horse racers throughout the region. It can triple its speed
for short spurts (no more than 1 or 2 miles). After this it must
be cooled down (walked for a turn) and then allowed to rest. If
this isn’t done, the horse must make a saving throw vs. shock or
collapse from exhaustion.
The Raurin breed is rare in the desert and virtually unknown in
distant lands. The breed is seldom recognized in distant lands.
Although the horse is valuable in the lands where it is known,
commanding prices of 1,000 gp or more, it is hard to sell
elsewhere. Foreigners must be shown the Raurin’s talents,
usually in a horse race. If the demonstration is convincing, the
price can be as great as 5,000 gp. In these cases, it is
commonly bought to improve the stock of the local breed.
Semphari
One of the closest relations to the Raurin is the
Semphari, a magnificent animal. Of the known breeds, there is
none that can rival the Semphari for grace and beauty. These,
combined with its fine stamina, sure-footedness, and intelligent
nature, have made it one of the most valuable of all horses.
The Semphari, so named for the land of its origin, is a
smallish, light horse. It stands an average of 14 hands (4’8”)
at the withers. Its body is light, and its muscles are lean and
trim. Like the Raurin, the legs are long and slender, giving it
a graceful look. The coat is almost always chestnut or white,
fading to gray near the rump. The mane and tail are long.
The Semphari is prized for more than just its good looks. it is
a hardy horse, able to endure more hardship than its appearance
would suggest. This stamina gives it the hit dice of a heavy
horse, while it still retains the speed of a light horse. It is
nimble and sure-footed, so that all Riding proficiency checks
made by its rider are improved by one. Likewise, any saving
throws the horse must make that involve dodging are improved by
one. Thus, both the horse and rider would have a slightly better
chance of springing out of the area of a dragon – a breath at
the very last second.
By far the most desirable traits, however, are the keen senses
and intelligence of the breed. It has good sight and hearing.
Wild Semphari mounts have a +1 applied to their surprise die.
Tame horses are easily trained. Learning general tasks takes
half the normal time required (see the Animal Training
proficiency). The Semphari can learn more specific tricks, from
2 to 12. Because of its nature, all Animal Training proficiency
checks are one better than normal when dealing with the
Semphari.
The Semphari is not a widespread breed, found mostly in Semphar
and Murghom. There, the lords and nobles keep breeding stables
and vie to produce the finest horses. Elaborate pedigrees are
maintained and traded with each sale. An average horse of the
breed sells for 1,000 to 3,000 gold. A Semphari stallion with an
illustrious father can easily command double or triple the
normal price.
Outside this area, the Semphari is less well known. However,
unlike the Raurin, the Semphari’s qualities are easy to see. in
foreign markets, the Semphari can still fetch a high price.
Pedigrees, while impressive, have little bearing on such sales.
Most of the horses are sold to kings and nobles as breeding
stock. The prices average 1,000 gold, but finding the breed is
almost impossible.
Steppe
This beast looks like a cross between a horse and a
pony. It is not a graceful or attractive mount, nor large and
powerful. Its homely appearance disguises a horse of great
endurance and strength.
The steppe horse is small, averaging 13 hands at the withers
(4’4”). The neck is short, and the body is heavyboned. The head
is large. The overall effect is of a small, ungainly mount. Add
to this the shaggy winter coat of the breed, and the appearance
is such that the Steppe is often called a “half-wild”. The coat
is normally copper or bronze with a lighter yellow stripe down
the back.
Beneath the surface, however, is a remarkable mount. The steppe
horse is tough and hard to kill; its thick coat and hide give it
a good armor class. For all its short legs, the steed can go
swiftly for long distances. Its small back is strong and can
carry as much as a medium warhorse (220/330/440). It is
even-natured, making it steady in battle.
The most remarkable of its qualities is its endurance. The
steppe horse survives on grazing alone. It does not need
separate supplies of grain. It can be ridden for long distances
without faltering. A +3 modifier is applied to the saving throw
for lameness and exhaustion checks when traveling overland.
Still, the steppe horse is not valuable or sought after; it is
most commonly ridden by the nomadic tribes. Outside this region,
however, the horse is almost completely unknown, nor will it
command high prices at auction. Only those breeders seeking
strength and stamina for their own bloodlines are likely to
consider the steppe pony worth greater than normal sums.
Sosser
The Sosser is a mix of steppe horse and other
breeds. It is not a glamorous animal, but it is not as homely as
its cousin the steppe horse. It is valued for its
surefootedness, strength, and ability to resist the cold.
The Sosser is a smallish horse, about 14 hands, though not as
barrel-chested as the steppe horse. The neck is long and the
head narrow. The hooves are broader than most. In general, it
has the proportions of a light horse. The coat is normally
chestnut or copper and grows long during the cold season.
The Sosser is bred to endure the cold weather of the far
northern mountains and to serve as a work animal. It has
greater-than-normal hit dice and a better armor class than most.
It is not a fast horse for its size, but can carry as much as a
medium warhorse (220/330/440). Like the Nars, it is good in the
harness. Its movement rate is not reduced when pulling carts or
wagons.
The Sosser has admirable resistance to cold weather. it has a
saving throw bonus of +1 against cold-based attacks and suffers
one point less per die of damage from such attacks. Conversely,
it has less endurance to heat, and saving throws against heat
exhaustion are made at a -1.
With the Nars, the Sosser is favored by the farmers of the far
north. The horse can commonly be found in the lands of Sossai,
Narfell, Vaasa, Damara, and Thar. It is not considered
particularly exceptional and can usually be bought for only a
little more than the average price.
Draft Horse
Draft horses are large animals bred to haul very
heavy loads, and are usually trained to be part of a dray team.
Muscular but slow, these ponderous animals haul freight over
long distances without complaint, and are frequently used by
traders.
War Horse
Warhorses are bred and trained to the lance, the
spear, and the sword. They have higher morale than other horses,
and are not as skittish about sudden movements and loud noises.
The choice of knights and cavalry, these are the pinnacle of
military horses. There are three varieties; heavy, medium and
light.
Heavy war horses are similar to draft animals. Large and
muscular, they are relatively slow. Their size and powerful legs
allow them to be armored in plate, and to carry a warrior in
plate, as easily as a pony carries saddle bags. A good heavy war
horse, fully trained, costs 400 or more gold pieces.
Medium war horses are lighter and smaller than their
heavy cousins. They can be encumbered with leather or light
plate armor and carry a rider wearing leather or light plate.
The advantage of the medium war horse is its increased speed.
The price of a medium war horse is 200 gp or more.
Light war horses are the fastest of the breed. They can
carry warriors in leather armor, but are rarely armored
themselves. They make excellent mounts for raiding parties,
light cavalry, and thieves. Light war horses cost 150 gp or
more.
Pony
Small horses used primarily for transportation and
occasionally farm work, ponies are a lively breed. They are more
excitable than the larger horses, but frequently more gentle, as
well. They are sometimes trained and used as war horses by
several of the smaller demihuman races. Prices vary depending on
training and size, but most cost around 500 gp.
Wild Horse
Wild horses can be captured and trained to serve as
mounts or work ponies. Training usually takes twice as long as
training a domestic horse. Wild horses are hardy but jittery,
and difficult to catch in the wild. They are sometimes hunted
for food by human and demihuman tribes.
Riding Horse
Riding horses are bred to the saddle. Perhaps the
most common of all horses, they are ridden, worked, and raced by
humans and demihumans alike. The price of a riding horse will
vary, depending on its bloodlines, training, and appearance.
Fast and agile, this breed is a good choice for personal
transportation and general use.
Mule
Sterile hybrids of horses and donkeys, mules are
very sure-footed and exceptionally stubborn. They can be ridden
by patient handlers who know how to control them, but are best
used as pack animals in difficult or mountainous terrain. They
are sometimes used by adventurers, for they are the only breed
that can be taken into subterranean regions. The price of mules
depends on how much grief they have given their current owners.
Steppe Pony
A steppe pony is not attractive, graceful, or large,
but its homely, ungainly appearance disguises an animal of great
endurance, speed, and strength. A steppe pony looks like a cross
between a horse and a pony, but is a breed unto itself. They are
small, averaging 13 hands (4’4”) at the withers, and they have
short necks, large heads, and heavily boned bodies. Their winter
coat is shaggy and gives them the appearance of being
“half-wild”. They are most commonly colored copper or bronze,
with a light yellow stripe running down their backs.
These horses are tough, hard to kill, and aggressive in battle.
They have most of the same characteristics as a light war horse,
with a few exceptions. It attacks three times per round, its
third attack being a bite which causes 1-3 points of damage. The
steppe pony’s thick, shaggy coat and tough hide gives it an AC
of 6. Its short legs are powerful and can carry horse and rider
swiftly, over long distances; its small back is also very strong
and it can carry as much as a medium war horse (220/330/440).
The steppe pony is even-tempered and steady in battle; its
morale is average (8-10), and it panics very rarely (5% chance)
due to such things as fire and loud noises.
The steppe pony has remarkable endurance. It can survive by
grazing alone and does not require feeding and handling by its
rider, so separate supplies of grain are not needed. It can be
ridden for long distances without tiring or faltering. A +3
modifier is applied to the pony’s saving throws for lameness and
exhaustion checks when travelling overland.
In spite of all its qualities, the steppe pony is not sought
after or considered valuable. It is most commonly ridden by
nomadic tribes. Outside the steppes, the animal is almost
completely unknown and does not command high prices at auction.
Only breeders who know the steppe pony’s qualities, and who seek
strength and stamina in their own horses’ bloodlines, are likely
to consider the steppe pony as valuable.
Random Horse
Characteristics
Markings-Coloring, Coat, Leg, Body, Muzzle, Face
Movement - Encumbrance - Height - Jumping - Traits - Tricks - Age
- Food - Horse Quality
The AD&D® 2nd Edition Dungeon Mas- ter’s Guide offers some ways
to give horses more individuality and detail (see pages 36-37). The
tables in this article give a player the further option to detail a
mount’s color, markings, height, weight, encumbrance, and jumping
capabilities. This article also expands and details the list of
possible traits, defines training pro- cedures using a system
similar to the Non- weapon Proficiency (NWP) system used for
characters, outlines some tricks a horse may learn, and discusses
horse care in general.
Appearance
The exact appearance and coloration of any particular horse can be
determined randomly, using Tables 1-6, or can be chosen from those
tables by the player at the DM’s discretion. The tables are also
useful for a DM who wishes to create and maintain information on
breeds of horses unique to her own campaign world. These animals
would have a typical appearance and possibly common traits,
depending on the environment they occupy and the people who breed
them. For instance, the dwarves of a particular region might
maintain herds of strong, sure-footed ponies that are usually gray
and shaggy-coated. These animals would be exceptionally strong to
carry heavy loads (food supplies brought up from the valleys, raw
ore, etc.) and may also be con- sistent in size and temperament.
Movement
Table 7 gives movement statistics for horses. When traveling,
horses usually move at a walk or trot, and the rider must stop
often throughout the journey to feed, water, and rest the animal.
Faster speeds may be attained when necessary, these being the
canter and the full gallop. As stated in the DMG (page 123), a
horse moving at its normal rate may cover up to 30 miles a day;
moving at a canter doubles this rate, but forces the animal to
make a saving throw vs. death, failure indicating the animal has
become lame or is spent and cannot move any farther for a full
day. Finally, at full gallop, a horse triples its normal daily
movement rate, but must again make the saving throw vs. death,
this time at -3 on the die roll; failure indi- cates death from
exhaustion.
Galloping speed can be maintained for one hour without harm to
the animal, though the animal must thereafter walk for an hour
before it can gallop again. A canter can be maintained for two
hours without harm, but again the animal must be walked for a full
hour before speed can again be increased. Bursts of speed like
this are useful for putting distance between the rider and any
enemies in pursuit.
The saving throws for increased daily movement are for normally
encumbered animals, If the horse is encumbered to slow it to half
its normal movement rate, the saving throw should be at -2 on the
die roll, and at -4 if encumbered to one- third of its normal
rate.
Encumbrance
Horses are useful for carrying baggage and supplies, and Table 8
lists the maxi- mum rates according to the type of ani- mal. Keep
in mind the weight of the character, as everything he carries must
also be applied when he rides the animal. As noted above,
encumbrance affects how hard a character can push his mount when
attempting to increase his normal daily movement rate.
Height
The height of the animal (determined by Table 9) must be known so
that the char- acter can calculate the amount of food the horse
needs on a daily basis.
Jumping
Every horse is capable of a maximum height and length when it
comes to jump- ing (see Table 10). Some are particularly adept at
this (see Table 11), while some refuse to jump at all. Whatever an
ani- mal’s capabilities, they should be kept on record so that
both the player and the DM know the ability of the horse, and can
weigh it against the immediate needs of any particular situation.
Keep in mind that draft horse, mules, ponies, and the like are
certainly not given to high perfor- mance jumping, so Table 10 is
unlikely to apply to them.
Table 1 Overall Coloring and Appearance
1d20 Color
- 1 Black Black pigment is present throughout,
including both skin and hair.
- 2 Brown The coat is a mixture of black and brown
hair.
- 3 Black-brown Black is the predominant pigment, but
the muzzle, and sometimes the flanks, are brown.
- 4 Bay The color varies from a dull reddish-brown to a
golden shade that is nearly chestnut.
- 5 Bay-brown The predominant pigment is brown but the
muzzle is bay.
- 6 Chestnut The legs, mane, and tail are black.
- 7 Cream This color is a result of unpigmented skin.
The eyes of these horses are always pink or blue in color.
- 8 Dun A red-gold color with a number of varying
shades. This is a primitive coloring that is characteristic of
wild horses. It can be either a yellow dun (a sandy sort of
yellow) or a blue dun. In the latter instance, the skin of the
horse is black. The mane and tail are usually dark.
- 9 Gray This is a varied mixture of black and white
hairs on a black skin.
- 10 Blue roan This is a blue-tinged gray that is a
result of white hair on a body with black or brown pigmentation.
- 11 Red roan An earthy red the result of bay or
bay-brown body color with a mixture of white hairs overall.
- 12 Strawberry roan This is a dusty or smokey rose
color that is the result of a chestnut body color with a mixture
of white hairs.
- 13 Piebald The coat of these horses is made up of
large, irregular patches of black and white, similar in
appearance to common milk cows.
- 14 Skewbald This is the same as the piebald,
except in this instance the black coloring is replaced with any
other color.
- 15 Odd-colored This type is any coat that has more
than two different colors.
- 16 Palomino A rich yellow-gold coat with a white mane
and tail.
- 17 Liver chestnut This coat is the dark red color of
raw liver.
- 18 Dapple gray Dapple gray is a storm cloud gray,
darker than a usual gray, with small patches and flecks of
lighter coloring on the chest, belly, and hindquarters.
- 19 Sorrel A sorrel is a chestnut red-brown coloring
somewhere between bright bay and yellow chestnut. The mane and
tail are both white or reddish in color.
- 20 Albino An all-white animal, an albino is the
result of a complete absence of pigmentation in both the skin
and hair. These horses are always pinkeyed.
Table 2 Coat Pattern - 1d100 Pattern Comments
01-70 Whole/Solid coloring Coat is completely regular.
71-80 Flecked Coat contains small, irregular groupings of white
hairs throughout.
81-90 Flea-bitten Coat contains specks of brown hairs throughout,
common with gray-colored
Table 3 Leg Markings - 1d100 Marking
01-70 None Leg is a solid color or pattern matching the rest of
the animal’s body.
71-85 Stocking Leg has a white area between the hoof and the knee
or hock.
86-00 Sock Leg has a white area extending from the hoof halfway to
the knee or hock.
Table 4 Body Markings - 1d100 Marking
01-80 None The coat contains no unusual markings.
81-90 Flesh marks These are areas of unpigmented hair and skin,
usually around the belly, flanks or legs.
91-00 Zebra marks These bars or stripes on the legs or flanks are
a throwback to the primitive camouflage of early breeds of wild
horses.
Table 5 Muzzle - 1d100 Marking
01-70 None There is nothing unusual about the muzzle.
71-80 Snip White markings ring the nostrils of the horse
81-90 White muzzle The muzzle and nostrils are white.
91-00 Lip marks The lips are white.
Table 6 - 1d100 Face Marking
01-50 None There is nothing unusual about the face.
51-60 Blaze A wide band of white ranges from the top of the
horse’s head to the tip of his nose.
61-70 Star A white diamond is set on the horse’s forehead, right
between the eyes.
71-80 Stripe A narrow band of white ranges from the top of the
horse’s head to the tip of his nose in an elongated diamond shape.
81-90 Star/Stripe There is a small white diamond on the forehead
between the eyes and a short, narrow band in the shape of an
elongated diamond down toward the animal’s nose.
91-00 White face A large white patch covers the horse’s entire
face, including both eyes and the muzzle.
Table 7 Movement
Horse Breed |
Movement - Walking |
Movement - Trot |
Movement - Canter |
Movement - Gallop |
Draft horse
Heavy war horse
Medium war horse
Light war horse
Pony
Wild horse
Riding horse
Mule |
6
6
9
12
6
12
12
6 |
12
15
18
24
12
24
24
12 |
18
24
21
27
27
36
36
48 |
18
24
36
48
36
48
18
24\ |
Table 8 Encumbrance Statistics
Type: Normal One-half One-third
Draft horse 260 390 520
Heavy war horse 260 390 520
Medium war horse 220 330 440
Light war horse 170 255 340
Pony 160 240 320
Wild horse 170 255 340
Riding horse 180 270 360
Mule 250 375 500
Table 9 Capabilities Height in Hands Type Walk
1d100 Height of animal
- 01-15 14 hands**
- 16-40 15 hands
- 41-80 16 hands
- 81-90 17 hands
- 91-00 18 hands
* This table should be applied only to riding horses and wild
horses. Draft horses are usually 17-18 hands high; heavy, medium,
and light war horses 18,17, and 16, respectively; and ponies, mules,
donkeys, and the like, 14 and under.
* * One hand equals 4”.
Table 10 - Maximum Jumping Capability
1d100 Height Length
01-20 4' 12'
21-50 5' 14'
51-75 6' 16'
76-95 7' 18’
Traits
As stated in the DMG, each horse has a total of 0-2 (1d3-1) traits
that define the animal’s personality. Though Table 11 was
originally divided into two columns—one applying to bags,
broken-down, and aver- age-quality horses, and the other to high-
spirited horses and chargers—it has not been done so here. Rather,
it has been left to the DM to apply as he sees fit. Some of these
traits are beneficial, others generally hamper characters in some
way, and still others are just plain annoying. Many of the
positive traits can be enhanced through formal training, which is
dis- cussed later. Some breeds of horses are known for having
common traits that can make them either desirable or undesir-
able, and the DM should keep this in mind when creating different
types of horses to populate his game world, ascribing one or two
traits to a particular breed (these traits being independent of
the random 0-2 rolled for above).
Training
Formal training for most horses begins at age three. These first
few years have been spent getting the animal used to human (or
demihuman, etc.) contact, and now it is ready to be trained to
carry weight upon its back—either heavy bag- gage or a rider. A
total of 11-17 (9+2d4) weeks are spent teaching this to the
animal. A character must either seek out an individual with the
Animal Training NWP to do this work, which costs 10 gp per week of
training, or do the training her- self, during which time she must
limit all other activity or fail in the training attempt, as the
animal requires constant attention. For every day the character
misses, a cumulative -1 penalty should be applied to his
proficiency check to deter- mine the success of training the
animal. Naturally, if the character trains her own horse, it cost
her nothing beyond the usual care and feeding fees.
The basic training of wild or untrained adult horses requires the
same training described above, but it takes a little longer,
usually 15-20 weeks (14+ 1d6) and costs twice as much (20 gp/week)
as it does to train a three-year-old.
Training for specific tricks (see Table 12) requires constant
work of an even more intense nature. It requires the daily atten-
tion of either the trainer or the character, and if a single day
is missed, the training automatically fails and must be started
anew. All war horses, riding horses, and wild horses can be taught
2-8 specific tricks, plus one for each point of the ani- mal’s
Intelligence. Draft horses, mules, ponies, and the like can learn
only 1-4 tricks. The number of tricks any animal may learn is
determined only once, and that number is the maximum number of
tricks the animal can ever learn. Learning to carry baggage or a
rider does not count as a specific trick; it is considered to be
separate training.
Each specific trick requires 1-4 weeks of training, at a cost of
25 gp per week, unless the character is training the animal
himself. At the end of the allotted time, the trainer or the
character makes his NWP check to determine whether the horse has
learned the desired trick. No more than one trick may be taught to
a horse during any training period. Exceptionally intelli- gent
horses (see Table 11) add a +1 bonus to the animal trainer’s
proficiency check for every point of Intelligence over one.
Breeding
Horses are mature at three years of age and are considered adults
at the age of five. The gestation period is approximately 11
months. After mating, a mare generally gives birth to a single
foal (85%), twins (10%), or triplets (5%). Foals are weaned after
six months.
If horses are worked hard, they are rarely useful past the age of
12, though if they are well cared for they can be good for more
than 20 years. The usual life span of a horse is 30-35 years,
though rare exceptions have reached the age of 50 (see Table 13).
Care and feeding
The natural food for horses is the grass and clover that grows on
the open plains, where equines evolved. Domesticated horses,
however, are fed a diet of hay (bulk food) and grain (concentrated
food). The basic guideline for the proper feeding of horses is
that they should be given small amounts of food on a frequent
basis throughout the course of a normal day, simulating a life of
periodic grazing in the wild.
Hard-working horses need a greater degree of concentrated energy
food (grains) in their diet than those that are inactive, but
otherwise eat a larger amount of bulk food (grass and hay). Types
of concentrated foods include oats, barley, corn, and bran. To
round off a diet, fresh vegetable and fruit such as car- rots,
turnips, and apples should be offered as well to keep the animal
healthy and happy. Hard-working horses are those animals that
travel encumbered, plow fields, pull carriages, or are engaged in
similar activity. Inactive horses spend most of their time in the
stable and farm-
yard corral or are involved in leisurely, unencumbered travel
(see Table 14).
Note that both traveling and stabled horses must be given either
a suitable amount of hay or access to adequate graz- ing land for
them to be able to get the required amount of bulk food in their
diet. This required amount equals the total pounds of food needed
per day minus the required amount of concen- trated food.
Horses also require an average of eight gallons of water per day.
A good guideline is one-half gallon per hand of the animal’s
height. An animal that does not receive the necessary daily
amounts of food and water will suffer and eventually die, but the
effects leading up to this must be defined by the DM according to
the situa- tion at hand during play. [Previous articles on horses
include: “From the Sorcerer’s Scroll: Warhorses and Barding,” in
issue #74; “Let the Horse Buyer Beware,’ in issue #92; "A Saddle’s
Not Enough,” in issue #113; and “The Dragon’s Bestiary,” in issue
#149.]
Table 11 - Horse Traits - 1d100 Trait
01-03 Bites - The horse is 20% likely to attempt to take a
chunk out of anyone within biting range.
04-06 Ricks - The horse is nervous and kicks out at anyone
who is too near to its hindquarters.
07-08 Steps on feet - If the person leading the horse
stops, or if anyone is within range, the horse deliberately steps
on that person’s foot 20% of the time, causing 1-2 hp damage.
09-10 Refuses to gallop - Unless beaten with a riding crop,
spurred, or otherwise encouraged, this horse never attempts to
reach its full galloping speed. This may be just an annoying
habit, but it can be an indicator of parasites in the horse’s
stomach or simply a poor diet.
11-13 Chews fences - Anytime a fence is nearby, the horse
will attempt to bite it. The horse delays its rider for a full
turn at a time, snorting angrily and adamantly refusing any
attempts to get it to continue moving.
14-16 Stops unexpectedly - This horse just isn’t into
exerting itself and simply takes random “breaks” during any
journey. Check each hour to see if this has happened. If
encumbered normally, the chance is 25%; if encumbered to half
speed, 50%; and if encumbered to one-third speed, the chance is
90%.
17-19 Rubs against fences - This horse lives for pleasure
and probably is just dying for a good grooming as well. Other than
this and the possibility the ani- mal is infested with fleas,
ticks, mites or lice, it is not a particularly detrimental trait.
20-21 Bucks unexpectedly - There is a 10% chance per hour
that this horse bucks for no particular reason. The rider must
make a Dexterity Check to remain in his seat and keep the animal
under control.
22-23 Rears unexpectedly - This trait is handled the same
as “Bucks unexpectedly,” above.
24-25 Bone-jarring gait - Poor alignment of the shoulders
causes this animal to be particularly uncomfortable to ride. The
rider must stop for a full turn each hour to rest and stretch and
give himself a break from this torture; failure to do this puts
the rider at -1 to hit for 10 min- utes after dismounting.
26-28 Single rider only - This horse refuses to be
overburdened and simply won’t take a second passenger, fighting
and protesting if this is attempted. Similarly, it won’t allow
itself to be encumbered to the point of affecting its normal
movement rate.
29-31 Headstrong - There is a 25% chance each hour of being
ridden that this horse either attempts to head in a direction
different than the rider desires, or that it pauses to either eat
or drink for a full turn, ignoring all attempts to make it do
otherwise. Increase this chance by 50% for passengers who are not
proficient in Land-Based Riding. Those who are proficient can make
a proficiency check to determine whether or not they can regain
control of the animal immediately.
32-34 Exceptional leaper - When determining the maximum
heights and lengths this animal can clear, add 1’ to the former
and 2’ to the latter. When an animal makes its maximum leap in
either case, the rider should make a proficiency check to
determine whether he has kept his seat or fallen off upon landing.
35-36 Accepts master only - Unless the master is in the
saddle, this horse accepts no other rider or passenger.
37-39 Robust - This horse has a powerful constitution and
can move at great speeds longer than an average animal might. The
horse receives a +3 on its saving throw vs. death when being
forced to double or triple his normal overland speed.
40-42 Exceptionally fleet - Add 1-6 points to this horse’s
normal speeds for walking, trotting, cantering, and galloping.
43-45 Fearless - A fearless horse has exceptional morale.
It will thus be average (8-10) 65% of the time; steady (11-12) 20%
of the time; elite (13-14) 10% of the time; and champion (15-16)
5% of the time. Loud noises, sudden movement, etc. rarely upset
this animal.
46-48 Skittish - This horse has an exceptionally low morale
rating of Unreliable (2-4). These types tend to balk at the first
sign of danger, loud noise, sudden movement, etc. and will then
either buck, rear, flee, or freeze.
49-51 Strong - This animal is powerful and gets to
add 10-100 units to his normal encumbrance rates right across the
board.
52-56 Stable - Not quite fearless, this animal is
still confident and not often frightened by loud noises and sudden
movements, and it receives a +3 bonus on any morale check.
57-60 Gentle - The animal has a kind and tolerant
temperament, making it a good horse for new or inexperienced
riders, as well as children
61-64 Sure-footed - and ladies of gentle birth. A good
animal to have when traveling through mountainous areas, this
horse receives a +3 to all Dexterity checks or saving throws when
footing is precipitous or unstable.
65-68 Loves particular food - The animal is fond of a
particular type of food—sweet grass, apples, carrots, etc. It can
sometimes be easily coaxed with such offerings.
69-71 Intolerant of poor handling - These high-bred types
won’t put up with an inexperienced rider or handler and are quite
likely to bite, kick, buck, or rear at the indignation of being
subjected to such a situation. There is a 75% chance of this each
turn the horse suffers abuse.
72-75 Affectionate - This animal is particularly fond of
its master or any other individual with whom it normally comes
into contact. A +3 bonus should be applied to any proficiency
checks this person needs to make when working with this animal.
76-77 Vengeful - This animal does not easily forget wrongs
that have been done to it and seeks to strike back at those who
have abused it when it has the opportunity.
78 Exceptional intelligence - This animal is particularly
clever. The majority of these types (75%) are semi-intelligent
(2-4) and the rest (25%) have low intelligence (5-7). For each
point of Intelligence the animal gains an additional “slot” to use
toward learning tricks during training.
79 Sickly - This animal has a poor Constitution and is
prone to sickness. A penalty of -3 should be applied to all saving
throws vs. death this animal must make when forced to move
at double or triple speed.
80 Freezes - When frightened The majority of horses tend to
flee if they experience a failed morale check, but this type
freezes on the spot, refusing to move. Only a rider who has the
Land-Based Riding proficiency can get the horse moving again.
81-83 Desires freedom - This animal wants its freedom very
much and seeks it at every opportunity. If the animal is not
tethered or hobbled when not being ridden, it certainly
makes a break for it. It won’t openly fight a rider, but it does
tend to be uncooperative so the profi- ciency checks of any rider
should be rolled with a penalty of -2 on the die.
84-85 Dislikes certain individual - For no particular
reason, this animal takes an instant disliking to a particular
individual, possibly another member of the adventuring party. The
animal is openly hostile and uncooperative to this
individual—biting, kicking, nudging, and otherwise being a
nuisance at every opportunity.
86-87 Dislikes certain sex - This animal won’t tolerate
being handled or ridden by a particular sex of human, humanoid, or
demihuman. It is uncooperative with such a handler and has a 75%
chance per turn of bucking or rearing to dislodge such an
individual from its back, forcing the character to make a
Dexterity check to remain seated.
88-89 Dislikes certain animal - The horse is either hostile
to or fearful of a certain type of creature, usually one that is
really no threat to its well-being. Dogs, sheep, pigs, birds, and
cows are some likely possibilities. The horse acts completely out
of character when encountering such creatures, requiring a morale
check at -3 to keep it from either bolting, rearing up in fear, or
attacking the creature.
90-91 Big Appetite - Requires 20% more food for itself than
a normal horse of that size.
92-93 Dislikes certain race - Similar to “Dislikes certain
sex” above, the fear or hostility in this case is applied to a
particular race—dwarves, elves, gnomes, orcs, goblins, humans,
etc.
94-95 Strong swimmer - This animal is adept at swimming and
may well enjoy it as well. The DM should take this into
consideration and afford the ani- mal certain bonuses when
attempting to cross rivers, swollen streams, etc. A +3 bonus is
suggested against a predetermined number depending on the strength
of the current, etc
96-98 Fear of water - Horses of this persuasion are
terrified of water and neither leap over nor attempt to swim
across it.
99-00 Won’t jump - Characters with the Land- Based Riding
proficiency may attempt to force the animal to do so, but there is
a -5 penalty on the die roll. The animal will not jump, no matter
how low or short the obstacle is. It frequently stops just before
an obstacle, forcing the rider to make a Dexterity check to remain
in his seat or be unceremoniously dumped over the horse’s head
(for 1d6 hp damage). Characters with the Land-Based Riding
proficiency may attempt to force the animal to jump, but with a -5
penalty on the die roll,
Table 12 Specific Tricks - 1d20 Trick
1 Kicks/bites in battle The horse assists the rider in
combat by lashing out with its front hooves and biting during each
combat round.
2 Tramples enemy When charging into combat, the horse
deliberately rams into enemies and attempts to trample them
beneath its hooves. Enemies under attack must make a Dexterity
check or suffer double the damage a normal hoof attack (i.e., both
hooves) would do. The horse may trample only one man-sized or
smaller enemy per round. This attack form cannot be used in the
same round that the horse is using its kick/bite attack mod
3 Directed with knees All war horses must be trained to
respond to knee pressure, which allows the rider to use both a
weapon and a shield while maneuvering the animal.
4 Alerts master of danger The horse neighs, snorts, and
generally makes a ruckus to alert its master to the approach of
enemies, a spreading fire, etc.
5 Responds to call The horse comes to its master when its
name is called, when it’s whistled for, or when sum- moned in any
other manner, as long as it is within hearing distance.
6 Stops on command The horse comes to an immediate halt
when commanded to do so.
7 Climbs stairs/steep incline The horse is capable of
climbing up stairs or steep inclines as long as there is adequate
footing.
8 Walks backward This trick is useful on narrow
mountain paths and the like. The rider must make a Dexterity check
at +2 on the die roll to remain in his seat.
9 Walks sideways/reverse This trick can be employed in
crowd control to sweep compact groups of people out of the way,
using the horse’s bulk.
10 Knows way home At night, or when carrying a weary or
injured rider, this horse can take its passenger home if given
control of the reigns.
11 Protects master The horse guards a fallen or injured
rider until help arrives, and it attacks all enemies who threaten
its charge.
12 Fetches on command The horse can be sent to fetch a
particular item it is familiar with.
13 Counts The animal can accurately count, using its hoofs
to stamp out answers to simple addition and subtraction problems
that are given to it.
14 Rears on command This is a very impressive trick to be
used when leading armies or just before riding out of town.
15 Lies down when ordered This trick is useful for injured
characters trying to reach equipment or climb back into the sad-
dle after a fall.
16 Keeps silent on command The horse uses as much stealth
as possible when ordered to remain quiet, walking slowly and
avoiding any vocalization for a full turn.
17 Jumps A horse trained to jump properly adds 1' to the
maximum height and 2’ to the maximum length it is normally allowed
to jump.
18 Pirouettes The horse can turn in place in a circular
motion that is useful to a character caught in a tight place or
who wishes to whirl the animal about to face an approaching enemy.
19 Piaffes This is the ability to perform a spectacular
elevated trot in place—impressive to behold.
20 Finds water The horse can lead its master to fresh water
if there is any to be found nearby.
Table 13 Horses’ Age Categories
Age Category Comments
- 1-2 Young adult -3 MV; -100 encumbrance; -2’/-4’ jumping
height/length
- 3-5 Mature +3 MV; +100 encumbrance; +2’/+4’ jumping
height/length
- 6-20 Middle-aged Standard
- 21-35 Old -3 MV; -100 encumbrance; -2’/-4’ jumping
height/length
- 36-50+ Venerable -3 MV; -100 encumbrance; -2’/-4’ jumping
height/length
Table 14 Food Requirements
Size of Total lbs. food Total lbs. of concentrate horse needed/day
needed: inactive/bard-working
- 14 hands 20 lbs. 1-2/2-4
- 15 hands 24 lbs. 5-6/10-12
- 16 hands 28 lbs. 9-10/14-16
- 17 hands 32 lbs. 13-14/18-20
- 18 hands 36 lbs. 17-18/22-24
Horse Quality
Quality
|
Movement Rate
|
Carrying Capacity
|
Cost
|
|
Modifier
|
Modifier
|
Modifier
|
Nag
|
50%
|
25%
|
--
|
Broken-down
|
75%
|
50%
|
--
|
Average
|
--
|
--
|
--
|
High-spirited
|
133%
|
125%
|
x2
|
Charger
|
150%
|
133%
|
x4
|
The movement rate modifier is the
adjustment applied to the base movement rate for that type of
horse. A broken-down light war horse would have a movement rate
of 18, 75% of the normal 24. A high-spirited light war horse
would have a movement rate of 32, one-third more than normal.
Fractions should be rounded down.
The carrying capacity modifier is the
percentage of the base weight the horse can carry. A nag can
only carry 50% as much as a normal horse of the same type, while
a charger can carry one-third more than normal. Again, fractions
should be rounded down.
The cost modifier gives a general idea
of the markup that should be applied to the horse. Poor quality
horses do not have negative modifiers, since merchants will
always try to get at least the average price for a horse. In
this case, it is the job of the player to talk down the price.
The everpresent horse never seems to change from world to
world. With only a few exceptions, no matter how different the
campaign milieu, we always see the same ponies and chargers, bays
and roans. While this continuity makes for a nice island amid the
creative chaos, there is no reason that the AD&D(R) 1st Edition
game should be limited in this way.
Of the exceptions to this rule, J. R. R. Tolkien's mearas (from [The
Lord of the Rings]) form an interesting breed, but they are only
normal horses of superior blood and strength. Steven R. Donaldson's
ranyhyn (from the Covenant series) are quite different from other
horses, but would be difficult to add to a campaign without their
attendant environment. There are others, but all have similar
limitations. The practical solution to this is to create some
unusual new "horses" with special characteristics and abilities to
fill the gap.
Following are the details of five new horselike creatures. Any or
all of them could be added to a world as random encounters or as
established sources of transportation. They can be included with
normal horses or substituted for them entirely. (My world of
Lervanis uses vor predominantly, with kiita and bahtel
occasionally.) Each type excels at one or more tasks, and all of
them make excellent specialized mounts for certain missions and
particular characters, such as cavaliers.
A new statistic is presented here: load, which shows the weight in
gold pieces each creature can carry. The first value shows the
maximum load the creature can carry at normal movement; the second
figure shows the encumbered movement maximum load, at which the
creature moves at one-half normal speed.
- Draft Horse
- Actions
- Riding Horse
- Actions
- Nars
- Raurin
- Semphari
- Steppe
- Sosser
- Draft Horse
- War Horse
- Pony
- Wild Horse
- Riding Horse
- Mule
- Steppe Pony
- Random Horse Characteristics
- Av
- Andaluarian
- Akhal-Tara
- Balserran
- Cyaddar
- Dales Pony
- Duquala
- Ranger Horse
- Fordskin
- Fell Pony
- Bahtel
- Kiita
- Vor
- Wandega
- Fiendish Horse, Heavy
- Fiendish Horse, Light
- Fiendish Warhorse, Heavy
- Fiendish Warhorse, Light
Av
FREQUENCY: [Rare]
NO. APPEARING: [3-60 in wild (10% chance of 1)]
ARMOR CLASS: [7]
MOVE: [30" (see text)]
HIT DICE: [2+2]
% IN LAIR: [Nil]
TREASURE TYPE: [Nil]
NO. OF ATTACKS: [2 hooves and 1 bite]
DAMAGE/ATTACK: [1-4/1-4/1-3]
SPECIAL ATTACKS: [Nil]
SPECIAL DEFENSES: [Nil]
MAGIC RESISTANCE: [Standard]
INTELLIGENCE: [Semi-]
ALIGNMENT: [Chaotic good]
SIZE: [L (see text)]
PSIONIC ABILITY: [Nil]
LOAD: [3,000/4,500]
Av, or sand runners, are extremely thin, long-legged horses of great
speed and reliability--the "greyhounds" of the horse world. They are
of particular value in far-flung kingdoms, as they swim well (6"
alone, 4" mounted, 2" encumbered), never get lost, and can travel
without a rider to a known destination. They are also sufficiently
intelligent to learn simple commands and even recognize one or two
simple symbols, such as a coat of arms. Thus, their allegiance can
be extended to everyone in a certain group who knows the proper
commands or signs.
Av serve any kind masters and have no particular racial preferences.
They dislike barding but wear the types they are able to carry. Sand
runners like magic and are not afraid of most spells, but they are
terrified of fire and all firelike effects.
Wild av travel in swift packs and are hard to catch. Once captured,
they are skittish but easily trained. They can be bred, but horse-av
combinations always result in fair-quality standard horses.
Av are rather weak in melee and prefer to run from trouble, but they
can be trained for combat much as normal horses of good quality.
However, av are forced to the fringes of battle even by light war
horses and are certainly no match for medium and heavy horses.
Sand runners prefer deserts, plains, and other hot, dry regions, but
are reasonably tolerant of all climates and weather with the
exception of rain. They are slow and troublesome on wet days. Av
have very good endurance, being able to travel up to 15 hours per
day with ease, and require only three-fourths the water required by
normal horses. Male and female av are alike, but stallions (uncut
adult males) are capable of bursts of speed of 33" (this can be
added to the cavalier speed bonus). They can do this once a day for
up to three turns.
Av have large, flaring nostrils and small double-lidded eyes in thin
heads. They are bony, with long, hairy tales and manes and tufts of
hair around their hooves. They range from butter yellow to golden
brown in color and often have bands and stripes in dark brown or
reddish-brown. Av are usually about 15 hands at the withers. They
eat a normal horse diet and live up to 25 years.
Andaluarian
The Andaluarian comes from the realm of Impiltur, and is primarily
used as a cavalry mount. The Andaluarian has a distinguished
appearance, usually appearing in the colors white and light gray,
and occasionally bay. It is a compact horse with excellent
proportions, and usually stands at 15.2 hands. The mane and tail are
abundant, and the breed has a flat or slightly convex nose, small
ears, and its head is set on a substantial neck. The chest is quite
massive and the quarters are lean. The Andaluarian is renowned for
its ability to learn and its superb temperament. This particular
breed was established in 1135 DR, during the early rise of the
Impilturians and their battles against hobgoblins.
Akhal-Tara
The Akhal-Tara comes from the Arabian lands of Zakhara. Sages and
horse breeders say the Akhal-Tara has been around for over 2,000
years, making it one of the oldest known breeds on Faerun. This
breed is another cavalry horse, seeing widespread use among the
armies of the Land of Fate. It is said that one of the ancient Grand
Caliphs received the first Akhal-Tara stallion from a friendly
genie. Akhal-Tara horses have long and slender heads with expressive
eyes. It has a short, silky mane, or often none at all and a short
tail. This breed has a narrow chest, long back, and flat ribs. The
legs are long and slender, clearly revealing the tendons. It
averages 15-15.1 hands in height. It is often dun in color, although
it can be bay and gray, with a pale golden coat preferred. Wealthy
caliphs often are able to get a shiny, golden color to the horse’s
coat. These exquisite horses are rarely found outside of the Land of
Fate. Should any be found in the Barbaric North, the price could
easily exceed 60,000 gp.
Balserran
The Balserran sees widespread use in Western Faerun, being a
superbly fast galloper. The Balserran is quite gentle, and excels in
jumping, games, reining, roping, endurance and as gentle family
horses. The Balserran’s coat is often colorful and features unique
coat patterns, and many are of bay, white or gray in color, with
black spots near the rump.
Cyaddar
The Cyaddar is another of the unique horses of Faerun, being found
exclusively in the Anauroch Desert. The Bedine tribes keep a few of
these horses, primarily to counter the Zhentilar presence withing
their desert. Bedine legends speak of the first appearance of the
Cyaddar breed when the swirling winds sent by Kozah manifested as a
horse that could "fly without wings". The Cyaddar is extremely swift
and hardy, requiring little water, which makes it perfect for the
harsh enviroment of Anauroch. The breed’s eyes are prominent on the
head, has large nostrils and a small teacup muzzle. Its gracefully
arched neck rises out of a long sloping shoulder and broad chest. A
short, strong back and high trail carriage complete the picture.
Cyaddars come in grey, chestnut, bay and roan and an occasional
solid black. Most of the breed stand between 14.2 and 15.2 hands in
height and weigh between 800 and 1,000 pounds.
Dales Pony
This breed is native to the Dalelands area as its name implies.
Dales ponies are bred specifically for the farming communities of
the Dales. They are able to navigate rough country under heavy
weight, and their strength and surefootedness of the ponies lends
them to farm work where larger horses are unsuitable. These hardy
ponies are up to 14.2 hands in height, although they are frequently
in the 12 to 13 hands spectrum. Their predominant color is black,
other colors include brown, gray, bay and occasionally roan. Their
hooves are of a hard blue horn, and well-shaped legs have the dense
bone. Their action is straight and true, really using their knees
and hocks for powerful drive. They have tremendous stamina, an iron
constitution and great intelligence, all combined with a calm
temperament. An abundant long mane of straight hair covers a
muscular neck that is well laid onto sloping shoulders. The body is
compact with strong loins and well-sprung ribs. Short,
well-developed forearms are set into a broad chest. Under saddle
they are steady and calm enough for children, but are better suited
to adolescents or adults. In harness they will perform any task
asked of them; dressage, plowing or carting.
Duquala
The Duquala is a relatively new breed of horse appearing in Maztica.
Enterprising Amnian merchants have managed to breed a few of these
magnificent horses on their plantations in Payit near Helmsport. The
Duquala is well suited for the humidity of Maztica’s jungles. The
head is lean, and the facial profile is straight or slightly convex.
The size of the head is medium in the female and moderately more
developed around the jaw in the male. The profile is erect, the eyes
full, expressive and lively. The muzzle is medium sized, firm and
with movement. The excellent senses of the Duquala have enabled it
and its rider to escape from ambush. The neck is wider at its base
and much finer the closer to the head, which should form a striaght
angle. The manes are abundant and beautiful. Adult horses stand 14.1
to 15.2 hands high in the female and 14.2 to 15.3 hands in the male.
The coat is silky and all colors are permissible, but albinos are
quite rare and frowned upon.
Ranger Horse
This breed is maintained by horse traders in Everlund in the North.
The breed is often sold to rangers traversing the Northern wilds.
The Everlundian breed is very fickle and temprmental, which makes it
uniquely suitable for the ever roaming rangers and wilderness scouts
who keep track of the ever increasing goblinkin. The ranger horse
has a high arched neck which ripples with hard muscle. Its body is
also well muscled and thick around the midsection, enabling it to
carry a fair size load of equipment. It is extremely hardy and its
powerful legs enable it to reach speeds of almost 35 mph. The colors
of the coat do not follow any breeding pattern, which lends more
credence to the horse’s fickle nature.
Fordskin
The Fordskin can be found throughout the Heartlands and North or
Faerun. This is another horse that sees widespread use in daily
life. The color of the Fordskin is varied and the more beautiful or
rare the color the more superior the genetic heritage they possess.
Fordskins have been long noted for their superior qualities and
strength. They have more stamina, more determination, harder feet,
better bone and are generally hardier than other horses. A Fordskin
with weak or spavined legs is a rarity. "Tough as wet leather" is a
good description of a Fordskin.
Fell Pony
This breed sees heavy use as the mount of choice for Cormyr’s
mountain patrols, as well as a patrol horse into areas like the
Stonelands and Goblin Marches. Its docile temperament makes it
popular with riding and trekking stables, and is also a credible
jumper and has the ability to trot for long distances at a steady
speed. The fell pony requires less keep than most horses and ponies
that are used by the Purple Dragons. Horse breeders near Tyrluk and
Arabel turn out several hundred every year for the express use of
the army. The Fell pony stands up to 14 hands in height and has a
fairly long neck, which together with well laid back shoulders gives
the rider a good length of rein. The quarters are muscular and
powerful and good legs are one of the qualities of the breed. The
hooves are hard and open with the characteristic blue horn, and the
mane and tail are long and thick.
Bahtel
FREQUENCY: [Very rare]
NO. APPEARING: [1-12 in wild]
ARMOR CLASS: [6]
MOVE: [18"]
HIT DICE: [4+4]
% IN LAIR: [Nil]
TREASURE TYPE: [Nil]
NO. OF ATTACKS: [2 hooves, 1 bite, and 1 head butt]
DAMAGE/ATTACK: [1-8/1-8/1-4/2-5]
SPECIAL ATTACKS: [Rear-leg kick]
SPECIAL DEFENSES: [Nil]
MAGIC RESISTANCE: [Standard]
INTELLIGENCE: [Low]
ALIGNMENT: [Neutral]
SIZE: [L (see text)]
PSIONIC ABILITY: [Nil]
LOAD: [4,500/7,000]
Bahtel (bah-TEL) are large, powerful horses that excel in combat.
They are intense, high-strung, and always ready to fight. They are
sometimes referred to as berserker horses or whirlygigs for their
wildly aggressive behavior in battle. They are not as fragile as
normal horses, having thicker legs and stronger bones. In melee,
they bite with their strong jaws, kick with their front hooves, and
use their large, bony foreheads to butt opponents. Unlike other
horses, bahtel can attack on the first round of melee.
Every other round, a bahtel can kick with its rear hooves (both
hooves thrusting at a single target) for 2-12 hp damage (save vs.
paralyzation for one-half damage). This "rear" attack can be
directed against an opponent in front, as the bahtel can leap up and
kick its rear feet forward. Opponents hit by a bahtel's rear hooves
must make a dexterity check on 4d6 or be knocked down. There is only
a 1% chance that bahtel will panic and bolt from a fight while
mounted, but they always attempt to retreat if wounded while facing
poor odds.
During combat, only characters with riding proficiency and cavaliers
are able to stay in the saddle of a berserker horse. Others are
thrown in 1-6 segments by the beast's continual wild bucking and
twisting as it fights. All but cavaliers have their number of
attacks per round reduced by one, so that a 9th-level ranger would
have one attack every two rounds and a thief of the same level would
have none. All attacks are at -2 to hit. Note that a rider must use
one hand to hold on to the bahtel's reins while it fights, his other
hand being free to hold a weapon.
An unskilled character could tie himself into the saddle and thus
stay on the horse, but there are some obvious problems with this.
Spell-casting from the back of a fighting bahtel is impossible, and
only simple magical item use is possible. For instance, a character
could not (safely) use an item that required aiming, such as a [wand
of paralyzation], but could use a [figurine of wondrous power].
If there is not sufficient room for the bahtel to thrash around in
melee (about 10' x 20' plus 14' vertically), its armor class is one
point worse (AC 7) and it does not get its rear-leg attack. However,
riders have only a -1 to their attacks, and they have their attacks
reduced to the next lowest level of attacks per round (e.g., from
5/2 to 2 attacks per round, from 2 to 3/2 attacks per round, etc.,
with a minimum of one attack per round).
A bahtel's large hooves can be equipped with extra-heavy shoes for
better effect in combat. This adds +1 hp to the damage rolled for
each attacking hoof (+2 hp to the rear-hoof attack), but this also
reduces the bahtel's movement rate to 15". Bahtel wear any barding
and can be fitted with any normal saddle, but must have special
bitless bridles in order to accommodate their huge jaws.
Berserker horses are not particularly loyal, usually following
whomever feeds them best. However, since they are somewhat
intelligent, they do pay attention to their masters and riders,
showing preference for skilled and aggressive cavaliers, paladins,
rangers, fighters, barbarians, and clerics. Riding mastery is
slightly more important to them than food, so the better rider wins
out over the rich one. If one master is killed, a bahtel will go
with the next best one.
For some reason, berserker horses are not fond of gnomes and
halflings, preferring to avoid (or kick) them. They tolerate
dwarves, but recognize them as nonriders. They are neutral with
regard to all other species except unicorns, which bahtel dislike.
Bahtel are not interested in (or intelligent enough for) matters of
good and evil, or law and chaos.
A bahtel can learn to recognize 2-5 simple verbal commands. These
can be for any simple action such as charge, wait, or come. It takes
a minimum of two weeks for the beast to learn each command, and it
obeys the command if a roll of d20 is less than or equal to its
loyalty score (2d4, +1 per month of service, modified by the rider's
charisma; 19 is maximum score). Bahtel themselves communicate in a
simple language of grunts and thin whistles. During melee they
sometimes whistle quite loudly, with any nearby bahtel answering. A
bahtel willingly fights any creature, including another bahtel.
Due to their thin, rough hide, berserker horses are not at all
suited to cold climes and prefer hot, wet regions. They take 150%
damage from cold-based attacks (e.g., taking 15 hp instead of 10 hp
damage) and always tries to avoid snow and ice. Bahtel are
omnivores, with a normal diet of grasses and fruits supplemented
with eggs, small mammals, insects, and lizards. They eat
one-and-a-half times as much as medium war horses.
In the wild, bahtel travel alone or in small packs. All berserker
horses have very good eyesight, and they are very difficult to catch
alive. Once captured, they require six months of training in order
to mesh successfully with heavy, armored riders and mounted
companies, though they are subject to loyalty rolls for some time.
They never go underground or into any buildings other than stables.
They are indifferent to most magic. Bahtel can sometimes be bred
with other horses (see note which follows), but the horse genes
dominate and sterile, normal, fair-quality war horses always result.
Female bahtel are larger and stronger than males and get +1 hp on
each hit die rolled; females absolutely refuse any nonbahtel stud.
All bahtel have short, broad bodies with thick, muscular legs and
long, very flexible necks. Their heads are short and wide, with a
heavy knot of bone over the eyes. They are usually striped in wide,
vertical bands of gray, white, or black. They have no manes; their
tails are short, thick and hairless. Males are usually about 15
hands and females 16 hands. Bahtel are rather short-lived, maturing
in one year and usually dying at about 12 years of age.
Kiita
FREQUENCY: [Very rare]
NO. APPEARING: [1-4 in wild]
ARMOR CLASS: [4 (see text)]
MOVE: [18"]
HIT DICE: [3]
% IN LAIR: [5%]
TREASURE TYPE: [Nil]
NO. OF ATTACKS: [2 hooves and 1 bite]
DAMAGE/ATTACK: [1-6/1-6/1-4]
SPECIAL ATTACKS: [Nil]
SPECIAL DEFENSES: [ESP]
MAGIC RESISTANCE: [Standard]
INTELLIGENCE: [Average]
ALIGNMENT: [Neutral good]
SIZE: [L (see text)]
PSIONIC ABILITY: [Nil, but see text]
LOAD: [3,500/5,000]
Kiita (KEE-tah) are intelligent creatures who sometimes choose to
align themselves, singly, with powerful humans and demi-humans. They
accept these friends as riders, but only within certain limits and
never with saddle and bridle. Because of their skills, intelligence,
and loyalty, kiita are highly prized mounts.
Kiita prefer monks, rangers, and clerics as partners, and very
rarely join other types. Kiita only join characters of good
alignment and with intelligences greater than their own. They stay
with characters of equal or lesser intelligence or of neutral or
evil alignment for no more than one week.
Kiita try to meet possible partners but attempt to carefully choose
the time and place of such encounters to avoid putting themselves in
danger. They prefer one-on-one encounters, always keep their
distance, and invariably try to surprise potential friends. When a
lone kiita is encountered, a normal reaction roll is made for it. If
the kiita's result is neutral or better, it wishes to go with the
character or party it has met. If a monk, cleric, or ranger is
present, the kiita quickly selects that character (choosing a monk
over a ranger, and a ranger over a cleric) as a possible partner.
Kiita also prefer elves and half-elves to other species and select
such characters first if all else is equal. They are neutral toward
small demi-humans, since they are not usually riders, but they
dislike half-orcs.
If there are no characters of the three first-choice classes, roll
for the creature's reaction on the Kiita Reaction Table. A roll is
also required if and when a chosen character is not up to the
kiita's standards of goodness, intelligence, and class. If a kiita
decides to leave a character, it never goes to another member of the
same party, regardless of eligibility.
If the chosen character proves to be one of the three preferred
classes, is more intelligent, and is of any sort of good alignment,
the kiita stays with that character. Once a rider is chosen (usually
in return for a promise of food and security), a kiita is able to
establish a limited telepathic link with that person. This requires
1-4 weeks (or only 2-8 days with a monk or psionic PC). Wounds to
either partner, great distress (such as extreme hunger or strong
emotions), or separation greater than 1 mile between mount and rider
disrupts the link, but otherwise the kiita and its rider can
converse in something approaching normal speech, mind to mind. No
training or riding is necessary for this; the kiita becomes
something of a brave and loyal henchman.
In addition, the kiita is usually able to scan the surface thoughts
of human, demi-human, and humanoid opponents, much as a doppleganger
does but to a lesser degree. This anticipation produces the kiita's
low armor class. Against mindless foes (e.g., slimes, skeletons,
dinosaurs) or foes with psionic powers that prevent the use of
[ESP], the kiita's armor class is
6. A kiita can only [ESP] one opponent at a time and cannot use it
to aid its partner.
Kiita are wary of nonclerical spell-casters (except for druids). A
kiita stays on as a partner for 2-8 years, at the end of which time
it suddenly departs, its whim satisfied. It is not possible to force
a kiita into service, except by [charm]--but should the [charm be
broken, the kiita flees at once.
Kiita are able to twist their necks so far as to look directly
behind themselves, thus being able to bite anyone near their front
flanks. They are average in fighting ability. They wear light
barding (leather, padded, or lighter-weight ones). A kiita's armor
class while encumbered is worsed by one point. Like bahtel, kiita
can attack on the first round of melee.
The only sounds that kiita are able to make are clicks and snaps
(used for communication among themselves) and a thin screech for
warnings and as a fighting call. Kiita are temperate and subarctic
creatures, with considerable ability to endure cold and hardship.
They are only moderately tolerant of heat. Kiita dislike going
underground, as do elves, but they are agile enough to enter large
areas and will do so with their partners. Kiita have small, weak
hooves that require monthly reshoeing by an expert if they are
expected to accept riders on long journeys. They are able to digest
just about anything, but live best on rare grains and vegetables.
There are no appreciable differences between male and female kiita,
and all have keen ears and noses. Note that because kiita refuse to
wear saddles and bridles, they cannot wear have stirrups--thus,
their riders must hang on to their mounts with both hands when the
mounts are running or fighting. Being very distantly related to
normal horses, kiita cannot be crossbred with their "average"
cousins.
Kiita have flat, expressive faces with small eyes and broad mouths.
Their necks are short and thin on small, wiry bodies. They are
usually about 13-15 hands. Kiita are normally pale blue in color,
with some much darker and others almost white. They have warm, furry
hides that are sought by (stupid) hunters, but are obviously hard to
obtain. Kiita have no manes or tails. They live about 40 years.
Vor
FREQUENCY: [Uncommon]
NO. APPEARING: [2-40 in wild (10% chance of 1)]
ARMOR CLASS: [8]
MOVE: [15"]
HIT DICE: [3+3]
% IN LAIR: [Nil]
TREASURE TYPE: [Nil]
NO. OF ATTACKS: [1 horn butt]
DAMAGE/ATTACK: [1-8]
SPECIAL ATTACKS: [Bellow]
SPECIAL DEFENSES: [Smell poison]
MAGIC RESISTANCE: [Standard]
INTELLIGENCE: [Animal]
ALIGNMENT: [Neutral]
SIZE: [L (see text)]
PSIONIC ABILITY: [Nil]
LOAD: [5,000/9,000]
Vor are extremely strong and sure-footed. They are quiet, placid
creatures, valuable for their ability to carry heavy loads virtually
anywhere. However, they are slow and not strong in combat. Being of
animal intelligence, they only recognize good treatment and food,
although they do have some rider loyalty.
Vor are very tractable, easily-trained beasts and are usually calm
and trustworthy. They are less nervous than horses. Vor dislike
dwarves, but otherwise enjoy the smaller demi-humans, who find vor
vastly amusing and can triple up on the larger specimens. They are
easy to catch and breed (only among themselves) and are fairly
disease-resistant. Vor are comfortable in temperate regions, where
they roam in small herds, often in rocky uplands. Vor are very
distantly related to horses.
Vor are generally the size and weight of heavy war horses, but can
carry significantly more than any horse and can climb even steep
grades with large loads. Vor will enter cave mouths but are terribly
claustrophobic and never willingly enter any sort of enclosed space
other than a stable.
In melee, vor can only attack opponents directly ahead or just to
the side. They attack on the second and succeeding rounds of any
melee. Vor let out a tremendous bellow when they are wounded and
when charging into a fight. Anyone directly in front of the beast at
this moment must save vs. breath weapon or lose initiative on the
following melee round.
Vor are very faithful to masters who treat them well, and they stay
at the sides of their dismounted riders until they are driven off or
one of them is killed.
Other than their roaring and great strength, a vor's only special
skill is the ability to smell poisonous substances. The vor can only
smell poison at 1' distance and only if there are no other strong
smells present. Thus, a poison mixed in with a complete, odorous
meal would escape the vor, but one in a glass of wine would not.
Vor only require normal saddles and other tack. They can be fitted
with barding at 150% of the usual cost. They are herbivores and like
most good grasses and feeds.
Vor males are larger than females and have a 60% chance of having
six legs instead of four. Those with six legs are the largest and
strongest, gaining +2 hp per hit dice. Females have a 20% chance of
six legs, with six-legged specimens receiving +1 hp per hit die.
Vor mounts are tall (16-17 hands), heavy, orange or red beasts, with
thin handsome faces and large ears. They have large, hard hooves
that help them climb in steep and stony areas. They each have one
small, hard horn at the top of the forehead. Vor have hairy tails
and manes and live up to 30 years.
Wandega
FREQUENCY: [Very rare]
NO. APPEARING: [1-4 in wild]
ARMOR CLASS: [7]
MOVE: [21"]
HIT DICE: [2+4]
% IN LAIR: [10%]
TREASURE TYPE: [Nil]
NO. OF ATTACKS: [2 hooves]
DAMAGE/ATTACK: [1-4/1-4]
SPECIAL ATTACKS: [Spells, surprised on 1]
SPECIAL DEFENSES: [Nil]
MAGIC RESISTANCE: [30%]
INTELLIGENCE: [Very]
ALIGNMENT: [Lawful neutral]
SIZE: [L (see text)]
PSIONIC ABILITY: [Nil]
LOAD: [2,500/4,000]
Wandegas (wan-DAY-gahs) are intelligent creatures with a special
relationship to magic. They are rarely seen, almost impossible to
catch, and exceptionally valuable. All wandegas are resistant to
magic, and females are capable of learning as many as three
first-level magic-user spells. Wandegas are even more distantly to
horses than are kiita or vor.
Wandegas are very choosy, preferring individual freedom to
pleasureless service, but occasionally one approaches an individual
or a group of adventurers, hoping to attach itself to someone with
spell-casting ability. This is true for both female and male
wandegas. Wandegas encountered in this way do not yet know any
spells. They attempt to ally themselves with a lawful spell-caster,
choosing a magic-user or illusionist, in that order. A wandega can
sense if a character is lawful, choosing the first eligible
spell-caster. The race of the spell-caster is not a factor. Wandegas
refuse to join any nonlawful character, but a lawful rider can be
good, evil, or neutral.
A female wandega can learn one magic-user spell per month, to a
total of three spells. Such spells can only involve the use of
verbal and somatic components (the latter fulfilled with the
wandega's hooves and tail). Male wandega cannot learn spells.
Learning these spells requires at least two hours per day of
uninterrupted work with the teacher/partner, and any serious
disruption sets progress back one week. The wandega can never
relearn spells without the help of its partner.
Wandegas are intensely loyal. If a wandega's master is killed, it
never again teams up with another character, preferring instead to
go back to the wild.
Wandegas dislike buildings, including most stables, and never go
underground. They are not very tolerant of separation from their
partners, so provision must be made for them in dungeon adventures.
However, they can be taught to wait and even stand watch over other,
lesser creatures. This and their magic lessons are the only training
they need. Wandega that are left alone have their own henchman
morale and get normal morale checks.
Wandega speak their own hissing language and can learn one other
language (in addition to their spells) in six months time. In human
and demi-human languages, wandega speak in a weak, crackly voice and
cannot speak loudly.
Wandega are weak in melee and will not wear barding, but will gladly
accept magical protective devices. They do not require bit and
bridle and will not accept them, but they can be convinced to carry
saddles, stirrups, and light packs. Wandega are usually small (13
hands) and are never suitable war horses, though they are hard to
panic.
Male and female wandega are much alike and cannot be bred with
horses. They have light coats and prefer temperate grasslands and
forests. When in their native terrain, they are only surprised on 1
in 6. They are herbivores, with a preference for fine grains and
grasses. They are usually brown, white, or mottled combinations of
the two, with thin, roundish necks and small heads. Wandega snouts
are quite short, ending in small mouths. Their ears are small and
pointed, and their eyes are usually green or brown. They have short,
stubby manes and long, whiplike tails. Wandega females live about 25
years, males up to 35 years.
Kiita Reaction Table
1d12 -- Reaction --
1-4 -- Leaves character or party at first opportunity --
5-6 -- Leaves character or party at next dangerous situation (or
after a maximum of 4 hours) --
7-9 -- Stays with character or party for 2-20 hours --
10-11 -- Stays with character or party for 1-4 days --
12 -- Stays with character or party for 5-8 days --
Equipment for Mounts
The following information expands the details found in the Player's
Handbook with regard to barding, tack, harness, and other
items used with horses and mounts. Optional rules are provided to
allow the DM to match the armor of mounts and their riders (which
can be used to simplify the record keeping when large numbers of
mounted troops are encountered). In addition, partial barding is
covered in an optional table that allows calculation of a mount's
armor class if only partial barding is available.
The information in this section centers on horses, because this
type of mount is the most commonly encountered. Much of this
material, however, can be easily adapted for other types of
mounts. The following sections deal mainly with barding, as this
will have the most direct effect on adventuring and combat.
Barding
Barding refers to armor designed for mounts. Mounts are most
commonly horses, but also include the huge beasts that carry
fighting platforms into combat (such as elephants with howdahs).
The vast majority of mounts will wear no barding at all. Such
protection is expensive and time-consuming to construct, tires the
mount quickly, and reduces the speed and maneuverability of the
mount in combat.
Historically, barding reached its peak development in the
medieval era. After the introduction of gunpowder and the gun,
barding quickly degenerated into little more than parade
trappings. The development of barding was controlled by two
factors: the breeding of horses strong enough to wear the
protection and carry an armored rider, and the technical problems
of designing such armor to be ever lighter and more flexible than
that worn by men without sacrificing protection. In many ways, the
development of barding parallels the development of armor for the
fighting man.
Medieval Barding
Most forms of barding, other than padded or quilted cloth,
required massively heavy and powerful mounts. The weight of
barding and the man, including his armor and weapons, easily
strained even the largest war horses. For this reason, later
barding was redesigned using lighter materials such as boiled
leather or thick padded cloth. One of the most common historical
bardings was made of boiled leather (sometimes more than 2 inches
thick), with specially reinforced parts made of steel bands and
wooden planks or short strips of thick, hard wood.
Late medieval barding comprised a number of pieces of armor
covering different parts of the mount. These included the chanfron
(for the head and neck), the crinet (for the side of the
neck), the cuello (for the forward chest), the poitrel
(for the flanks and broad chest), the flanchards (covering
areas around the saddle), and the crupper (for the
hindquarters). Barding almost never protected the legs of the
mount.
In warmer and more humid climates, full barding is less common
than half barding. When used at all, lighter forms are preferred.
Half barding usually includes only the chanfron and poitrel (plus
the crinet and cuello for plate barding).
Barding in Campaigns
In the AD&Dreg. game worlds, the use of barding varies by
culture and race. Although individual variations are up to the DM
(and are encouraged), a few generalizations are useful. Most
barding will be used by human forces. Other than humans, elves
(and sometimes halflings) will use horse barding. It is rare to
see gnomes or dwarves mounted, except as members of adventuring
groups. It is much rarer to see them on barded mounts, as they
prefer fighting on foot.
Besides horses, war elephants are sometimes outfitted with
leather or metal barding. Camel riders tend not to bard their
mounts, as the bulky armor makes them more difficult to handle,
reduces their carrying capacity severely, and interferes with
their ability to survive desert conditions much more so than with
horses.
Worgs and war dogs are occasionally barded with leather, though
this is rare.
Aerial mounts can be barded with leather or lighter materials.
Types of Barding
Full barding: This is a complete set of horse armor that
provides the rated protection when attacked from any side. Note
that the term "full plate" is used to denote a new, more advanced
type of horse armor, like the fighter's full plate armor.
Half barding: The difference between half barding and full
barding is that half barding covers only the front and forward
sides of the animal. Attacks from the rear or rear flanks use the
mount's base armor class.
Partial Barding: This is an option that allows the
averaging of a mount's armor class if full barding is not
available. See Table 4.
Note: All "suits" of barding, including half barding, are
complete units; that is, half barding is not achieved by leaving
off half a horse's armor. The pieces are made to be used
together--they are specially formed,fitted, and balanced to
provide a certain level of protection and a certain degree of
mobility in a fight. Cobbling together odd or ill-fitting pieces
degrades the effect of the whole, to the degree ruled by the
Dungeon Master.
In the following section, barding is discussed in order of least
protective to most protective. New types of barding are included.
Tables summarizing the information can be found on pages 50-51.
Pieces of Horse Armor
Chanfron: This piece of armor covers the mount's head,
neck, and mane. In its most primitive form, the chanfron is made
of boiled leather. Chanfrons made by humans and dwarves are
usually made of iron or steel, while orcs and other humanoid races
tend to favor leather and sylvan elves use wood or strong, fibrous
plant materials.
Crinet: This neckpiece is found only in plate armor. It
covers the upper side of the mount's neck and is made of narrow
strips of steel articulated with six to eight inches of mail.
Cuello: Found only in plate barding, this is armor for the
underside of the horse's neck (the throat). It is hung from the
crinet with a number of straps and buckles. In more advanced
barding, the cuello has fully articulated plates hinged with wide
bands of tight chain links.
Poitrel: This part of the horse's barding covers its chest
and flanks. The poitrel is also known by names such as the peytrel,
pectoral, or poitrinal. It covers the front of the
chest and sides as far as the saddle. Early poitrels used heavy
cloth with scales, rings, or studs; later ones used plates or
bands of steel.
Flanchards: These are plates of armor for the horse's
side, including the area behind the front shoulders, across the
saddle length, and ending at the hindquarters, protecting areas
not covered by the poitrel or crupper.
Crupper: This piece covers the hindquarters of the horse
and is sometimes referred to as the croupiere bacul. The
lightest form of this armor is made of light leather sewn together
into small squares, then joined together by straps and stitches.
The most advanced cruppers are made of several thick steel bands
joined with pieces of chain or mail, bound to the saddle and the
flanchards.
Light Barding
Padded Barding (AC 6)
This style of quilted barding has only minor protective value,
giving the mount an AC bonus of 1. In the standard AD&Dreg.
game campaign, padded barding is functionally the same as leather
barding and weighs 60 pounds. Padded barding tends to wear out
rapidly with use.
Halflings and elves occasionally use this type of armor on their
ponies and light horses.
Half Padded: Half padded barding gives protection only to
the front and front sides of the mount. It is used mainly in
poorer or less civilized cultures. In more civilized cultures,
parade decorations might be considered half padded. This
protection weighs a mere 25 pounds.
Leather Barding (AC 6)
This barding is the most common type of light barding. Leather
barding has most of the characteristics of the leather armor worn
by warriors. Among humans, leather barding is used primarily by
irregular horsemen and occasional bands of nomads, whose mounts
are usually smaller and able to carry less weight than the
specially bred mounts of civilized lands. Leather barding weighs
60 pounds.
Halflings and elves tend to use leather on their light mounts.
Halfling barding is usually decorated with colorful beads and bits
of shells.
Although dwarves and gnomes generally don't use barding, they
will occasionally make leather barding to protect pack mules and
similar animals.
Humanoids, if they use barding on their mounts at all, often make
use of this type.
Half Leather: This is leather barding that protects only
the front half of the horse. It weighs 30 pounds.
Medium Barding
Scale Barding (AC 5)
Scale barding is an early form of medium protection barding,
generally superceded by chain in more advanced regions. It is most
common in Dark Ages, eastern, or frontier settings, where it will
still be somewhat less common than chain barding in a western
medieval setting. Refer to Chapter 1 for more information on the
construction and appearance of scale armor. Full scale barding
weighs 75 pounds.
Half Scale: Half scale barding includes a much lighter
mesh of scale and covers only the head and front quarters of the
horse. It is the heaviest armor commonly found on a light horse.
Half scale weighs only 50 pounds.
Half scale is sometimes used by successful orc and goblin war
bands. Other humanoid races may also be found using the barding in
their cavalry units.
Brigandine Barding (AC 5)
A late period composite armor made from small metal plates
sandwiched between layers of leather, brigandine is the most
advanced barding that a typical village armorer can make. It is
not as encumbering as the more restrictive scale, weighing 70
pounds.
Half brigandine: This barding protects the front half of
the horse and weighs 45 pounds.
The rogues of the road (including occasional adventurers) tend to
use half brigandine because it is light, generally
non-encumbering, and easy to care for.
Ring Barding (AC 5)
This early form of barding is made of metal rings sewn onto a
heavy cloth or leather backing. It is heavier than standard scale
barding, and in most campaigns will be used only by those who
can't get anything better. (In fact, whether a barding like ring
barding actually existed is open to question; it may have been too
heavy for the horses of the time.) Ring barding weighs 80 pounds.
Half Ring: This is ring barding for the front areas of the
horse. It weighs 55 pounds.
Studded Leather Barding (AC 5)
This early barding is made of layers of soft leather, reinforced
with many small metal studs intended to turn aside slashes. In all
important respects, it is equal to ring barding and weighs 80
pounds.
Half Studded Leather: This barding covers the front of the
horse. It weighs 50 pounds.
Humanoids tend to use studded leather barding. In some instances,
the studs are long and filed to sharp points. The damage-causing
ability of these short spikes is questionable, but they certainly
add to the ferocious appearance of a mount.
Chain Barding (AC 4)
This barding is the standard armor for medium war horses. It is
put on in sections, with the main pieces being attached to the
saddle or laid over the horse and buckled underneath. A heavy
cloth or blanket is placed under the chain to prevent rubbing and
abrasions from the barding, which would cause the horse to quickly
become fatigued. Only in the cooler climes can a horse wear such
armor for long (the horse cannot move all day with the armor on;
it must have sufficient rest and free grazing). Chain barding
weighs approximately 70 pounds.
Chain barding is used by grey elf medium cavalry companies.
Half Chain: This is chain barding covering the front areas
of the horse. It weighs 45 pounds.
Elven chain barding: This type of barding exists, though
it is extremely rare. It has a weight of 25 pounds. Such barding
cannot be purchased and is generally unavailable to anyone other
than elven nobility.
Heavy Barding
Banded Barding (AC 3)
This is similar to chain barding, but is reinforced with
horizontal strips of metal. Officers and riders wealthy enough to
afford this type of barding are usually the only persons who use
it. Only the large war horses can bear its weight. It remains a
hybrid form, and the frequency of its appearence depends on the
technological level of the campaign. Such armor weighs 85 pounds.
Half Banded: This is banded barding covering the front of
the horse. It weighs 60 pounds.
Splint Barding (AC 3)
Splint barding is similar to banded barding. The main difference
is that the strips of metal are vertical instead of horizontal.
The weight and protective value are the same at 85 pounds and AC
3.
Half Splint: This covers only the front half of the horse.
Its weight is 60 pounds.
Plate Barding (AC 2)
This type of barding corresponds to plate mail, and is the
standard protection for a fully armored war horse. Only heavy war
horses can bear the weight of this armor and still fight
effectively.
This barding includes the chanfron that covers the head, the
cuello that guards the neck and mane, the poitrel that covers the
forward chest and quarters, the flanchards that protect the side
quarters and flanks, and the crupper that defends the rear.
This barding is made of chain mail and small steel plates linked
together and hinged with articulated joints. Over this metal and
chain rests a thick padded or quilted cloth equipped with metal
studs. The complete set weighs about 85 pounds. This is extremely
fatiguing to the mount, and usually such armor is put on the horse
only when battle is imminent.
Plate barding is used almost exclusively by human heavy cavalry.
Elf lords may also have plate armor for their mounts.
Only in very rare instances will an orc, goblin, hobgoblin, or
other humanoid have access to such armor. In such cases, usually
only the commander or chieftain of the tribe owns such barding,
and then only if allied to a ruler or wizard with the ability to
construct such armor.
Half plate: This gives the horse plate barding protection
to its front. It weighs 65 pounds.
Field Plate Barding (AC 1)
Field plate barding is the heaviest barding normally used in
battle. It is rare even in late period campaigns, and should be
restricted to nobles, high officers, and unusual individuals. The
construction of field plate barding requires a master armorer. The
barding must be constructed and fitted to a particular horse.
Field plate barding weighs 90 pounds.
Half Field Plate: This gives the equivalent of field plate
protection to the front of the horse only. This configuration is
never encountered, except perhaps as ceremonial armor. It weighs
70 pounds.
Full Plate Barding (AC 0)
Full plate barding, like full plate armor, is the highest
achievement of the best armorers. It is available only in late
period campaigns and will be very rare at the best of times; only
the most advanced and richest kingdoms can master the techniques
of its construction. The services of a master armorer are
required. Full plate barding weighs 90 pounds.
Half Full Plate: This gives the equivalent of full plate
protection to the front of the horse only. Again, this barding, if
encountered, is almost certain to be ceremonial armor. It weighs
70 pounds.
Horse Tack
Horse Tack and Harness
Bit
The bit is the general name for the two principle kinds of
equestrian mouthpieces used to control a horse's movement. Each of
the two bit types are described below.
Snaffle: This bit is composed of a steel rod or bar with
two rings at either end. The reins are fastened to these rings.
The snaffle is a gentler bit than the curb designs, and is usually
used for riding horses as opposed to war or work horses. The
snaffle bit tends to give less control over a spirited mount.
Curb: This bit has a plate that is inserted in the mouth
of the beast. Short vertical bars are attached to either side of
the plate. Each bar has a ring at the top and bottom of the bar.
The reins are attached to the two bottom rings, while the two
upper rings are connected by a stout strap or chain passing under
the jaw of the horse. This allows great physical force to be
brought upon the animal, allowing great control over the movement
and speed of the horse. The curb bit is much more severe than the
snaffle bit and is often used with war horses.
Bridle
A simple bridle is nothing more than a heavy ring of rope or
leather hitched around the mount's lower jaw and used to guide or
lead the animal.
There are three basic parts of a bridle: the bit, the headstall,
and the reins. The bit was discussed previously. The
headstall is the set of straps and cords that secures the bit to
the horse's jaw. The reins are the straps that run from the bit
around the horse's neck that enable the rider to steer the animal.
Bridoon: This is complex bridle with a snaffle bit and
wide reins. A bridoon is much more difficult to snare or cut than
a normal bridle. It is also more expensive than the standard
bridle (150% of bridle cost).
Cavesson: A type of bridle used to train and break horses.
The cavesson looks much like other bridles except for two extra
rings at the base of the bit, where lead ropes can be attached to
be held by a trainer or tied to a pole. The horse can then be led
easily and slowly broken and trained. The cost is comparable to
that of a standard bridle.
Horseshoes
In the wild, horses wear down their hooves as fast as they grow
them. But domesticated horses, with the extra weight of rider and
equipment, will wear away hooves much more quickly. Without
protection, the horse would quickly become lame and useless.
Metal horseshoes are used to counteract the wear and tear on the
mount's hooves. The horseshoe is nothing more than a steel bar
hammered into a ``U'' shape, then nailed tightly into the hoof of
the horse. The nails cause no discomfort to the animal. With
horseshoes, the mount can travel farther and faster.
Throwing a horseshoe or getting a stone lodged between the shoe
and the hoof are events that need extra attention if the horse is
to be kept in good condition.
Magical Horseshoes: Any number of different types of
magical horseshoes can be added to the game: those that allow
unusual speed, the ability to move on water or through the air,
those that act as magical weapons, and so forth.
Saddle
Saddle use is assumed in the Land-based Riding proficiency unless
a character is specifically from a culture proficient in riding
bareback. Any other character who tries to ride without a saddle
is subject to special riding checks at the discretion of the DM.
(A general no-saddle penalty of -2 is suggested.)
In a typical campaign, available saddles will be based on types
used in the mid-to-late medieval period.
By this time period, the saddle had evolved through many changes
in design. The basic saddle includes the frame (called the tree),
the front end (called the pommel), and the back end
(called the cantle).
Elven saddles are made of wood and pliable, fibrous plants.
Halfling saddles are soft and well cushioned. Gnomish saddles are
painted and decorated with thin layers of silver, gold, or
semi-precious gems.
Orcs and goblins use saddles that are quite small, with fairly
distinct pommels and nearly invisible cantles.
War Saddle: The knight's war saddle takes on huge
dimensions. They typically exhibit high pommels and cantles, and
are often covered with steel or brass plates or are decorated
profusely with silver and ivory inlays. These usually have rings
and straps for attaching barding and heavy stirrups.
Saddlebags
Saddlebags rest directly behind the rider, on the rump of the
horse. They come in many different sizes and varieties. The most
common type is made of leather and has two large packs, one on
either side of the horse. Each pack or bag can hold about 3 square
feet of material or about 25 pounds of weight (for the large
saddlebags). Small saddlebags hold 2 square feet and 15 pounds.
Saddlebags may also be made of heavy cloth. Variant saddlebag
designs might have anywhere from one to four packs instead of the
standard two.
Saddle Blanket
This is a typically a warm woven blanket laid underneath the
saddle, protecting the animal from abrasion and preventing the
saddle from shifting. A rider who uses a saddle without a saddle
blanket will quickly wear his horse down (and might find himself
unceremoniously dumped when the saddle shifts).
Elven and halfling saddle blankets are wonderfully woven and
often decorated with colorful tassles or jingling bells.
Spur
A spur is little more than a small metal attachment to the heel
of a boot or shoe. The spur has one to six sharp projections that
can be used to jab the horse in the sides, causing the animal to
move at a quicker gait.
Stirrup
A stirrup is a leather strap ending in either a conical shielded
foot rest or an iron ring. A stirrup is attached on each side of
the saddle by a hook and several ties.
The stirrup has many uses. Its primary function is to expedite
the mounting of the beast. The stirrup also helps the rider
control the mount and stay on if struck by a forceful blow;
stirrups are essential in a jousting match.
Stirrups steady the mounted warrior, allowing greater force to be
put behind blows with less chance of falling off the mount. They
allow mounted warriors with lances to charge effectively with a
leveled lance, a feat nearly impossible without them.
Optional rule: Mounted fighters without stirrups who are
struck in combat must make a save vs. paralyzation or fall from
the horse.
Bridle Cutter
A bridle cutter is a sharp, hooked instrument used in battle to
cut the reins of an enemy and essentially strip him of his ability
to control his mount. These tools look like short, bladed axes
with several wicked, angled cuts. Bridle cutters are sometimes
used by front line troops who face cavalry. Many bridle cutters
find their way into kobold, orc, or goblin brigades and are used
as melee weapons rather than to cut reins. A bridle cutter
inflicts 1-4 points of damage to small- and medium-sized creatures
and 1-3 points of damage to large creatures.
FIENDISH HORSE
Horses are widely domesticated for riding and as beasts of
burden.
Combat
A horse not trained for war does not normally use its hooves to
attack. Its hoof attack is treated as a secondary attack and adds
only half the horse’s Strength bonus to damage. (These secondary
attacks are noted with an asterisk in the Attack and Full Attack
entries for the heavy horse and the light horse.)
Fiendish Horse,
Heavy
|
Large Animal
|
Hit Dice:
|
3d8+6 (19 hp)
|
Initiative:
|
+1
|
Speed:
|
50 ft. (10 squares)
|
Armor Class:
|
13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed
12
|
Base Attack/Grapple:
|
+2/+9
|
Attack:
|
Hoof –1 melee (1d6+1*)
|
Full Attack:
|
2 hooves –1 melee (1d6+1*)
|
Space/Reach:
|
10 ft./5 ft.
|
Special Attacks:
|
Smite Good
|
Special Qualities:
|
Low-light vision, scent, darkvision 60ft, resistance to
cold 5 and fire 5, spell resistance 8
|
Saves:
|
Fort +5, Ref +4, Will +2
|
Abilities:
|
Str 16, Dex 13, Con 15, Int 3, Wis 12, Cha 6
|
Skills:
|
Listen +4, Spot +4
|
Feats:
|
Endurance, Run
|
Environment:
|
Any Evil-aligned plane
|
Organization:
|
Domesticated
|
Challenge Rating:
|
1
|
Alignment:
|
Always evil (any)
|
Advancement:
|
—
|
Level Adjustment:
|
+2
|
The statistics presented here describe large breeds of working
horses such as Clydesdales. These animals are usually ready for
heavy work by age three. A heavy horse cannot fight while carrying
a rider.
Smite Good (Su): Once per day a fiendish creature can make
a normal melee attack to deal extra damage equal to its HD
(maximum of +20) against a good foe. -- In this case +3.
Carrying Capacity: A light load for a heavy horse is up to
200 pounds; a medium load, 201–400 pounds; and a heavy load,
401–600 pounds. A heavy horse can drag 3,000 pounds.
Fiendish Horse,
Light
|
Large Animal
|
Hit Dice:
|
3d8+6 (19 hp)
|
Initiative:
|
+1
|
Speed:
|
60 ft. (12 squares)
|
Armor Class:
|
13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed
12
|
Base Attack/Grapple:
|
+2/+8
|
Attack:
|
Hoof –2 melee (1d4+1*)
|
Full Attack:
|
2 hooves –2 melee (1d4+1*)
|
Space/Reach:
|
10 ft./5 ft.
|
Special Attacks:
|
smite evil
|
Special Qualities:
|
Low-light vision, scent, darkvision 60ft, resistance to
cold 5 and fire 5, spell resistance 8
|
Saves:
|
Fort +5, Ref +4, Will +2
|
Abilities:
|
Str 14, Dex 13, Con 15, Int 3, Wis 12, Cha 6
|
Skills:
|
Listen +4, Spot +4
|
Feats:
|
Endurance, Run
|
Environment:
|
Any Evil-aligned plane
|
Organization:
|
Domesticated or herd (6–30)
|
Challenge Rating:
|
1
|
Alignment:
|
Always evil (any)
|
Advancement:
|
—
|
Level Adjustment:
|
+2
|
The statistics presented here describe smaller breeds of working
horses such as quarter horses and Arabians as well as wild horses.
These animals are usually ready for useful work by age two. A
light horse cannot fight while carrying a rider.
Smite Good (Su): Once per day a fiendish creature can make
a normal melee attack to deal extra damage equal to its HD
(maximum of +20) against a good foe. -- In this case +3.
Carrying Capacity: A light load for a light horse is up to
150 pounds; a medium load, 151–300 pounds; and a heavy load,
301–450 pounds. A light horse can drag 2,250 pounds.
Fiendish Warhorse,
Heavy
|
Large Animal
|
Hit Dice:
|
4d8+12 (30 hp)
|
Initiative:
|
+1
|
Speed:
|
50 ft. (10 squares)
|
Armor Class:
|
14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed
13
|
Base Attack/Grapple:
|
+3/+11
|
Attack:
|
Hoof +6 melee (1d6+4)
|
Full Attack:
|
2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
|
Space/Reach:
|
10 ft./5 ft.
|
Special Attacks:
|
smite evil
|
Special Qualities:
|
Low-light vision, scent, damage resistance 5/magic,
darkvision 60ft, resistance to cold 5 and fire 5, spell
resistance 9
|
Saves:
|
Fort +7, Ref +5, Will +2
|
Abilities:
|
Str 18, Dex 13, Con 17, Int 3, Wis 13, Cha 6
|
Skills:
|
Listen +5, Spot +4
|
Feats:
|
Endurance, Run
|
Environment:
|
Any Evil-aligned plane
|
Organization:
|
Domesticated
|
Challenge Rating:
|
3
|
Alignment:
|
Always evil (any)
|
Advancement:
|
—
|
Level Adjustment:
|
+2
|
These animals are similar to heavy horses but are trained and
bred for strength and aggression. A heavy warhorse can fight while
carrying a rider, but the rider cannot also attack unless he or
she succeeds on a Ride check.
Smite Good (Su): Once per day a fiendish creature can make
a normal melee attack to deal extra damage equal to its HD
(maximum of +20) against a good foe. -- In this case +4.
Carrying Capacity: A light load for a heavy warhorse is up
to 300 pounds; a medium load, 301–600 pounds; and a heavy load,
601–900 pounds. A heavy warhorse can drag 4,500 pounds.
Fiendish Warhorse,
Light
|
Large Animal
|
Hit Dice:
|
3d8+9 (22 hp)
|
Initiative:
|
+1
|
Speed:
|
60 ft. (12 squares)
|
Armor Class:
|
14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed
13
|
Base Attack/Grapple:
|
+2/+9
|
Attack:
|
Hoof +4 melee (1d4+3)
|
Full Attack:
|
2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
|
Space/Reach:
|
10 ft./5 ft.
|
Special Attacks:
|
smite evil
|
Special Qualities:
|
Low-light vision, scent, darkvision 60ft, resistance to
cold 5 and fire 5, spell resistance 8
|
Saves:
|
Fort +6, Ref +4, Will +2
|
Abilities:
|
Str 16, Dex 13, Con 17, Int 3, Wis 13, Cha 6
|
Skills:
|
Listen +4, Spot +4
|
Feats:
|
Endurance, Run
|
Environment:
|
Any Evil-aligned plane
|
Organization:
|
Domesticated
|
Challenge Rating:
|
1
|
Alignment:
|
Always evil (any)
|
Advancement:
|
—
|
Level Adjustment:
|
+2
|
These animals or similar to light horses but are trained and bred
for strength and aggression. They usually are not ready for
warfare before age three. A light warhorse can fight while
carrying a rider, but the rider cannot also attack unless he or
she succeeds on a Ride check.
Smite Good (Su): Once per day a fiendish creature can make
a normal melee attack to deal extra damage equal to its HD
(maximum of +20) against a good foe. -- In this case +3.
Carrying Capacity: A light load for a light warhorse is up
to 230 pounds; a medium load, 231–460 pounds; and a heavy load,
461–690 pounds. A light warhorse can drag 3,450 pounds.