Mounts and Vehicles
Options
Barding: Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. Saddles: A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. Vehicle Proficiency: Vehicle Proficiency: If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. Rowed Vessels: Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 5 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.Mounts and Other Animals
Item | Cost | Number Available | Speed | Capacity |
---|---|---|---|---|
Camel | N/A | None | 50 ft. | 480 lbs. |
Donkey or mule | 8 gp | 10 | 40 ft. | 420 lbs. |
Elephant | N/A | None | 40 ft. | 1,320 lbs. |
Horse, draft | 50 gp | 10 | 40 ft. | 540 lbs. |
Horse, riding | 75 gp | 15 | 60 ft. | 480 lbs. |
Mastiff | 25 gp | 5 | 40 ft. | 195 lbs. |
Pony | 30 gp | 10 | 40 ft. | 225 lbs. |
Warhorse | 400 gp | 5 | 60 ft. | 540 lbs. |
Tack, Harness, and Drawn Vehicles
Item | Cost | Number Available | Weight |
---|---|---|---|
Barding | x4 | Upon Request | x2 |
Bit and bridle | 2 gp | 20 | 1 lbs. |
Carriage | 100 gp | 1 | 600 lbs. |
Cart | 15 gp | 5 | 200 lbs. |
Chariot | 250 gp | 1 | 100 lbs. |
Feed (per day) | 1 sp | Upon Request | 10 lbs. |
Saddle Types | |||
Exotic | 60 gp | 20 | 40 lbs. |
Military | 20 gp | 10 | 30 lbs. |
Pack | 5 gp | 40 | 15 lbs. |
Riding | 10 gp | 40 | 25 lbs. |
Saddlebags | 4 gp | 40 | 8 lbs. |
———— | ———— | ———— | ———— |
Sled | 20 gp | 3 | 300 lbs. |
Stabling (per day) | 5 sp | Upon Request | - |
Wagon | 35 gp | 1 | 400 lbs. |
Waterborne Vessels
Item | Cost | Number Available | Speed |
---|---|---|---|
Galley | 30,000 gp | 1 | 5 mph |
Keelboat | 3,000 gp | 5 | 3 mph |
Longship | 10,000 gp | 2 | 9 mph |
Rowboat | 50 gp | 10 | 3 mph |
Sailing ship | 10,000 gp | 1 | 6 mph |
Warship | 25,000 gp | 1 | 7 mph |
Monstrous Mounts
By both breeding and trade, the mount and vehicle store has come into a stock of Monstrous Mounts. These Monstrous Mounts require an Exotic saddle to ride. The carry weights for each mount assumes a rider's weight. If the mounts base speed is not greater than 30ft, the +1mph bonus for overland travel is not applied. The following Monstrous mounts have come into stock:Item | Cost | Number Available | Speed | Capacity | |
---|---|---|---|---|---|
Giant Strider | 700gp | 4 | 50ft | 210lbs | |
Shadow Mastiff | 700gp | 4 | 40ft | 100lbs | |
Giant Crat | 800gp | 4 | 30ft | 100lbs | |
Giant Speasel | 800gp | 4 | 40ft | 150lbs | |
Giant Toadure | 1000gp | 4 | 30ft | 75lbs |
Giant Strider
Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Fire Burst (Recharge 5-6). The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried. It takes an action to command the mount to preform the Fire Burst. At the end of each turn roll a d6, on a 5 or 6 the Giant Strider may preform the Fire Burst again.
Shadow Mastiff
Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects. Keen Hearing and Smell. The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
These black hounds of the Shadowfell move invisibly through the shadows, always on the hunt. In gloomy places where the veil between the Shadowfell and the Material Plane is thinnest, they can cross over into the dark realms of the world.
Giant Crat
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. , one target. Hit: 4 (1d4 + 2) piercing damage.
Another experiment of the Transmutation expert Lorwyn Gorwick. A mixture of Crab and Rat. This creature is being sold at the local mount store.
Giant Speasel
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Another experiment of the Transmutation expert Lorwyn Gorwick. A mixture of a Giant Spider and a Giant Weasel. The Giant Speasel has the body and head of a giant weasel, but the legs of a Giant Spider
Giant Toadure
Amphibious. The Giant Toadure can breathe air and water. Standing Leap. The Giant Toadure's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Sensitive Wings. If the Giant Toadure's wings get wet, it must spend an hour cleaning and drying its wings before flying again.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the Giant Toadure can't bite another target.
Another experiment of the Transmutation expert Lorwyn Gorwick. A mixture of a Giant Toad and a Giant Vulture. The Giant Toadure has the body and legs of a toad, but the wings of a Vulture.
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