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Mounts and Vehicles

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.   An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.  

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

 
ItemCostNumber AvailableSpeedCapacity
CamelN/ANone50 ft.480 lbs.
Donkey or mule8 gp1040 ft.420 lbs.
ElephantN/ANone40 ft.1,320 lbs.
Horse, draft50 gp1040 ft.540 lbs.
Horse, riding75 gp1560 ft.480 lbs.
Mastiff25 gp540 ft.195 lbs.
Pony30 gp1040 ft.225 lbs.
Warhorse400 gp560 ft.540 lbs.
 

Tack, Harness, and Drawn Vehicles

 
ItemCostNumber AvailableWeight
Bardingx4Upon Requestx2
Bit and bridle2 gp201 lbs.
Carriage100 gp1600 lbs.
Cart15 gp5200 lbs.
Chariot250 gp1100 lbs.
Feed (per day)1 spUpon Request10 lbs.
Saddle Types
Exotic60 gp2040 lbs.
Military20 gp1030 lbs.
Pack5 gp4015 lbs.
Riding10 gp4025 lbs.
Saddlebags4 gp408 lbs.
————————————————
Sled20 gp3300 lbs.
Stabling (per day)5 spUpon Request-
Wagon35 gp1400 lbs.
 

Waterborne Vessels

 
ItemCostNumber AvailableSpeed
Galley30,000 gp15 mph
Keelboat3,000 gp53 mph
Longship10,000 gp29 mph
Rowboat50 gp103 mph
Sailing ship10,000 gp16 mph
Warship25,000 gp17 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:  
ItemCostNumber AvailableSpeedCapacity
Giant Strider700gp450ft210lbs
Shadow Mastiff700gp440ft100lbs
Giant Crat800gp430ft100lbs
Giant Speasel800gp440ft150lbs
Giant Toadure1000gp430ft75lbs
 

Giant Strider

Large monstrosity, unaligned
Armor Class 14 (Natural Armor)
Hit Points 22 (3d10+6) 3d10+6
Speed 50ft

STR
18 +4
DEX
13 +1
CON
14 +2
INT
4 -3
WIS
12 +1
CHA
6 -2

Damage Immunities Fire
Senses Passive Perception 11
Languages -
Challenge 1/2 (100xp)


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

Medium monstrosity, neutral evil
Armor Class 12
Hit Points 21 (3d8+6) 3d8+6
Speed 40ft

STR
16 +3
DEX
14 +2
CON
13 +1
INT
5 -3
WIS
12 +1
CHA
5 -3

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness.
Senses Darkvision 60ft., Passive Perception 13
Languages -
Challenge 1 (200xp)


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

Large monstrosity, unaligned
Armor Class 15 (Natural Armor)
Hit Points 19 (3d8+1d6) 3d8+1d6
Speed 30ft Swim: 30ft

STR
13 +1
DEX
15 +2
CON
11 0
INT
2 -4
WIS
10 0
CHA
4 -3

Skills Amphibious. The crab can breathe air and water.
Senses Blindsight 30ft., Passive Perception 9
Languages -
Challenge 1/2 (100xp)


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

Large monstrosity, unaligned
Armor Class 13
Hit Points 26 (2d8+2d10+4) 2d8+2d10+4
Speed 40ft Climb: 15ft

STR
14 +2
DEX
16 +3
CON
12 +1
INT
2 -4
WIS
11 0
CHA
4 -3

Senses Blindsight 10ft., Darkvision 60ft., Passive Perception 13
Languages -
Challenge 1/2 (100xp)


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

Large monstrosity, unaligned
Armor Class 11
Hit Points 22 (3d10+6) 3d10+6
Speed 30ft Fly: 20ft Swim: 40ft

STR
15 +2
DEX
10 0
CON
15 +2
INT
6 -2
WIS
12 +1
CHA
7 -2

Senses Darkvision 30ft., Passive Perception 10
Languages -
Challenge 1 (200xp)


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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