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| Dragonsbane131310-25-03, 10:11 AM | I am having trouble deciding what a good exotic mount would be for oh say... ... an 18th level characters. My group is playing the adventure "Bastion of Broken Souls" and I was thinking about letting some of them buy a creature to ride as a mount after it is trained/reared. What I want to know is what would be an appropriate mount for charaters of this level. Unicorn? Something better like a weak dragon? Please, I would really appretiate your input! Would a dragon be ok? If so, what age category and what type would be fair? |
| Mage of Sembia10-25-03, 10:16 AM | Try one of Edymondion's creatures, The Draquine (http://www.geocities.com/edymnionii/Draquine.html). It's pretty exotic. |
| Mage of Sembia10-25-03, 10:31 AM | Or try these creatures that I converted from second edition: Greater Drakes Greater Drakes make excellent aerial mounts. They provide many of the benefits of a draconic steed without the accompanying disadvantages. For example, a dragon’s enormous size makes keeping one adequately fed and housed both difficult and expensive, a huge dragon cannot land atop a castle keep without causing massive destruction, and one cannot fly a dragon into the middle of the city to pick up a few supplies without causing widespread panic. In addition, dragons tend to take a dim view of their kin being used as beasts of burden by mere humans and demihumans; riding a greater drake is less likely to arouse the wrath of an ancient wyrm! There are twelve known subspecies of greater drake, although there might well be more. Knowledge of the greater drake is only now reaching humanity for several reasons. First of all, these creatures inhabit secluded wilderness areas, far from the cities. Perhaps more importantly, they are often mistaken for young dragons. Just because humanity is only now learning of greater drakes doesn’t mean that the creatures are unknown to other intelligent races. Elves, orcs, and lizard men are all well acquainted with several of the greater drake subspecies that share similar environments. Many humans first encounter a greater drake serving as a riding mount for a member of one of these races. Regardless of subspecies, all greater drakes have several things in common. They are reptilian, hatching from eggs and molting several times during their lives as their bodies outgrow their current set of scales. They have the standard “dragon” physiognomy: a long head on a supple neck, four short lizardlike legs ending in powerful claws, a serpentine tail, and a set of batlike wings providing flight. Also like dragons, most (but not all) greater drake subspecies have developed a breath weapon. The greater drakes’ various breath weapons all derive from bladder-like organ in their throats. The drake’s throat bladder can expand like a bullfrog’s throat or a pelican’s beak; while not all greater drakes have developed breath weapons, the throat bladder is present in all known subspecies. Vandalraug Large Dragon Hit Dice: 15d12+30 (120 hp) Initiative: +0 Speed: 40 ft., fly 150 ft. (poor) AC: 16 (- 1 size, +7 natural) Attacks: 2 claws +19 melee, bite +15 melee, tail +17 melee Damage: Claw 2d6+4, bite 1d8+2, tail 1d8+1 Face/Reach: 5 ft. by 10 ft./ 5 ft. Special Attacks: Wing slash Special Qualities: Dragon Traits, Immunities, Steady Flying Saves: Fort+14, Ref+9, Will+11 Abilities: Str 19, Con 17, Dex 11, Int 4, Wis 14, Cha 11 Skills: Hide+10, Listen +11, Spot +12, Search +12 Feats: Alertness, Hover, Multiattack, Flyby Attack Climate/Terrain: Any land Organization: Solitary, mating pair, or family (3-6) Challenge Rating: 10 Treasure: None Alignment: Usually neutral Advancement: 16-21 HD (Large), 22-30 (Huge) The Vandalraug, or battle drake, is the “heavy war horse” of the greater drakes, easily domesticated into service as a flying mount and able to carry a heavily armored warrior without sacrificing maneuverability or speed. It is the largest of the greater drakes and one of the most common. The Vandalraug is often domesticated by orcs. Scale coloration covers a broader range than in most greater drake species. The most common scale colors are green (ranging from olive to dark forest green), brown (from a tan to a dark coffee color), dark gray or black, and the occasional reddish-orange. Each specimen has scales of a single color, with wings of slightly lighter shade. Since their scales are often the color of chromatic dragons, vandalraugs are easily mistaken for dragon hatchlings. Regardless of scale coloration, all vandalraugs have orange eyes with black, slitted pupils in the manner of many reptiles. Vandralaugs sport a pair of backward-curving horns, similar to those of a wyvern. While the horns are not used in combat, the males often butt heads like rams in the springtime as part of their elaborate mating rituals. The “clack” from two sets of hollow horns classing travels quite a distance. Vandalraugs also inflate prior to releasing their mating calls, which can be heard for miles. Both sexes exhibit this behavior, though the females’ is somewhat higher in pitch than those of the males. If trained as a fighting steed, the vandalraug’s combat abilities are enhanced by those of its rider. Many vandalraug riders of a fighting class employ lances or crossbows. Even wizards and sorcerers are fond of riding vandalraugs into combat, for the creatures can glide between wing-strokes, allowing wizards to cast spells while mounted with little chance of spell disruption or misfire due to the jostling caused by most riding mounts (aerial or otherwise). Ironically, the greater drake most prized as a combat steed is one of the few that lacks a breath weapon, but most riders agree that the creature’s ferocity more than makes up for the lack of a ranged combat attack. Some sages point out the similarities between the vandalraug and the fang dragon (both lack a breath weapon and slice at opponents with wing-blades), although a direct lineage is as yet unproven. Vandalraugs are immune to all forms of magical fear, although they are intelligent enough to realize when it’s best to flee from battle. Like the majority of greater drakes, vandalraugs are generally solitary creatures, coming together only in the springtime to mate. The female initiates the mating call, which is answered in turn by any males in the area. The males fight ritualistic combats (involving the head-butting mentioned above) to win the right to breed. These combats are rarely to the death; the loser flies off in search of another female. The mated pair stays together until their clutch of 2-5 eggs hatch; after that, the male flies off, leaving the young in the care of the female. She teaches the hatchlings hunting and flying for the first year of their lives; after that, they fly off on their own. Females breed about once every three or four years. Vandalraugs are desirable mounts, for they are easily trained for combat. While usually aggressive in the wild only when aroused (when hunting or when a potential victim approaches), a vandalraug’s lust for combat can be greatly enhanced through training, until it is as eager for battle as a trained war dog. Furthermore, they are loyal to their masters so long as they are treated well-tales abound of vandalraugs saving their masters after they’ve been thrown from the saddle, often fighting against incredible odds until help arrives. Unfortunately, while several orc tribes have taken to raising vandalraugs as aerial steeds, few have learned the benefits of treating their mount well. COMBAT In the wild, vandalraugs fight with teeth and claws. They are fearsome and are not easily frightened. Wing Slash: If on the ground, the vandalraug can also slash opponent with the sharp, sword-like spines extending from the tips of each “finger” of its batlike wings. The creature can target only a single opponent with each wing, inflicting 1d8 damage on a successful hit. The wing slash victim must be on one side of the vandalraug; the drake cannot use its wings to attack creature directly in front of it, nor can it employ its wing-blades as weapons while in flight. Immunities (Ex): In addition to not easily being frightened in battle, vandalraugs are immune to magical fear. Steady Flying: Vandalraugs are steady flyers. While on a vandalraug, spellcasters and psions do not have to make concentration checks for riding. Also, all ride checks are reduced by 3, except for those DC 5 and under. TRAINING A VANDALRAUG Training a vandalraug as an aerial mount requires a successful Handle Animal check (DC 21 for a young creatures, or DC 28 for an adult) and that creature must be willing. Vandalraugs mature in about three years. Trainers can reduce the DC by 5 and rearing time by using a magic bridle enchanted for this purpose. Vandalraug eggs are worth 5,000 gp each, while young are worth 12,000 gp each. Adults are worth 20,000 gp each. Professional trainers charge 2’000 gp to rear or train a vandalraug. Riding a trained vandalraug requires an exotic saddle. A vandalraug can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check (see Ride, page 72 in the Player’s Handbook ). Carrying Capacity: A light load for a vandalraug is up to 348 pounds; a medium load, 349-696 pounds; and a heavy load, 697-1244 pounds. Kavainus Large Dragon Hit Dice: 11d12+33 (104 hp) Initiative: +2 (Dex) Speed: 40 ft., fly 150 ft. (poor) AC: 17 (- 1 size, +2 dex, +6 natural) Attacks: Bite+11 melee, 2 claws+15 melee, tail +13 melee Damage: Bite 1d10+4, claw 1d8+4, tail 1d8+4 Face/Reach: 5 ft. by 10 ft./ 5 ft. Special Attacks: Gripping Bite Special Qualities: Dragon Traits, Eerie Glow, Etherealness, Lair Defending, Eerie Glow, Saves: Fort+11, Ref+11, Will+9 Abilities: Str 18, Con 16, Dex 14, Int 4, Wis 12, Cha 12 Skills: Hide+11, Listen +7, Spot +8, Search +7 Feats: Hover, Multiattack, Flyby Attack Climate/Terrain: Any hills or mountains Organization: Solitary, mating pair, or family (2-3) Challenge Rating: 7 Treasure: None Alignment: Usually neutral Advancement: 12-18 HD (Large); 19-22 HD (Huge) The kavainus, or ghost drake, is covered with hard, bony scales ranging from bone white to snow white to a light, dusty gray. From a distance, they are easily mistaken for white dragons or ice lizards. A row of sharp horns forms a ridge along either side of the kavainus’s skull, giving it a wedge-shaped head. The creature’s teeth and claws are bone white, and the dark, deep-set eyes are each protected by a bony crest. Their scales absorb light during the daytime and glow faintly during the hours of darkness, giving the creature its nickname, “ghost drake.” (The name “kavainus” means “spirit-dragon-kin” in the language of the gray elves, many of whom have domesticated these drakes.) Kavaini are one of the few greater drake subspecies that mate for life. They lair in mountain caves or aeries all but inaccessible except by air. Once a year, the kavaini perform an elaborate mating ritual wherein the male flies in and out of the Ethereal Plane in pursuit of the fleeing female. Afterward, a single egg is laid back in the cave and protected by the female until it hatches. During this time, the male brings slain prey back to the cave for his mate. Both parents care for the kavaini hatchling and guard if ferociously. If captured when very young, the kavainus can be trained as an aerial steed. Kavainus mounts are highly sought after by messengers, and many cities have begun establishing a messenger service employing several of these creatures and their riders. Their ability to “go ethereal” is almost a guarantee that any message will make it to its intended destination. Similarly, the gray elves use their kavainus mounts to patrol the wilderness areas around their dwelling-sites, keeping a wary eye against encroachment by orcs, goblins, humans, or other dangerous members of the outside world. Kavaini provide important components needed in the creation of several magical items. The shell fragments of their eggs can be ground and used to formulate the magical inks necessary to inscribe the Priest spell faerie fire (worth 25 gp. to the right buyer). Kavainus blood is often used in the manufacture of platemail of etherealness-several drops are spilled onto each metal plate as it is being hammered into shape by the armorer. COMBAT Gripping Bite: The kavainus’s jaws are powerful- any “bite” attack roll that succeeds by more than four points or is critical automatically inflicts maximum damage and forces the victim to make a Strength check (DC 10) the following round to break free. If the victim fails to escape, the kavainus automatically inflicts bite damage the next round (normal, not maximum) and strikes with its claws at +2 to hit. Victims may attempt to break free (by making a successful Strength check, DC 10) once each round. Eerie Glow (Su): During the night, the kavainus’s eerie glow often frightens away intelligent humanoids, who believe the creatures to be undead. On the other hand, the glow acts as a weakened faerie fire effect, allowing enemies to strike the drake at a +1 to hit darkness. Etherealness (Su): Unlike most other greater drakes, the kavainus has no breath weapon. However, it can become ethereal at will. Kavaini have exceptional vision and can see into the Ethereal Plane at will. While ethereal, the kavainus remains visible and can see on both the Prime Material and Ethereal Planes, but it can be attacked only by other ethereal creatures or those employing platemail of etherealness or similar magic. Kavaini take a full round to become ethereal or return fully to the Prime Material plane, and they generally use this ability to escape more powerful foes. Anyone in contact with a kavainus can be turned ethereal along with the creature or not, at the drake’s whim, as long as the “passenger” is smaller than the kavainus. This makes it difficult to capture grown specimens; most domestic kavaini are trained from infancy. Lair Defending (Ex): Both parents strike at +2 to hit when defending their lair when defending their hatchling. TRAINING A KAVAINUS Training a kavainus as an aerial mount requires a successful Handle Animal check (DC 23 for a young creatures, or DC 35 for an adult) and that creature must be willing. Kavaini mature in about three years. Trainers can reduce the DC by 5 and rearing time by using a magic bridle enchanted for this purpose. Kavainus eggs are worth 4,000 gp each, while young are worth 10,000 gp each. Adults are worth 15,000 gp each. Professional trainers charge 1500 gp to rear or train a kavainus. Riding a trained kavainus requires an exotic saddle. A kavainus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check (see Ride, page 72 in the Player’s Handbook). Carrying Capacity: A light load for a kavainus is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. Arsalon Large Dragon Hit Dice: 16d12+48 (152 hp) Initiative: +6 (Improved Initiative) Speed: 40, fly 150 (poor) AC: 16 (- 1 size, +10 natural) Attacks: Bite+18 melee, 2 claws+20 melee, stinger+20 melee Damage: Bite 1d10+4, claw 1d6+4, stinger 1d12+4 Face/Reach: 5 ft. by 10 ft./ 5 ft. Special Attacks: Spit Wasps, Poison Special Qualities: Dragon Traits, Immunities Saves: Fort+15, Ref+10, Will+9 Abilities: Str 18, Dex 14, Con 17, Int 4, Wis 13, Cha 12 Skills: Hide+14, Listen +11, Spot +11, Search +12 Feats: Hover, Improved Initiative, Multiattack, Flyby Attack Climate/Terrain: Temperate forest Organization: Solitary or mating pair Challenge Rating: 10 Treasure: None Alignment: Usually Neutral Advancement: 17-21 HD (Large); 22-32 HD (Huge) One of the more unusual of the greater drakes, the arsalon, or hive drake, generally conforms to the standard draconian shape, although its tail is shorter and thicker than normal and ends in a bony stinger like that of a purple worm or a dark naga. The creature’s scales are large and thick, giving it the plated appearance of a giant insect. This effect is enhanced by the drake’s two slim, backward-thrusting horns, which can be mistaken for antennae from a distance. Arsalon range from a dusty yellow to a tan to a light gray. Their batlike wings are often much darker in color, ranging from a coffee-brown to nearly black. The arsalon’s body scales occasionally bear vertical stripes of a darker color along the edges, much like the stripes of a bee. While many believe them to be some kind of dragon/ bee hybrid, arsalon are completely reptilian. Arsalon, like most of the greater drakes, are territorial creatures, seldom encountered in any numbers. They come together only in the springtime to mate, after which 4-7 eggs (1d4+3) are laid in a cluster at the base of a tree, roughly camouflaged with twigs and grass, then abandoned. Arsalon seldom make permanent lair, spending the night in one of a dozen locations: alongside a fallen tree, in a hastily constructed nest of intertwined branches, or under an outcropping of rock along a river bank. The bones of their prey are frequently strewn about these temporary lairs. Arsalon do not collect treasure, but valuable items are occasionally found alongside the remains of their victims. Mostly because of the wasps inherently connected to the arsalon, few wilderness races have successfully domesticated them. COMBAT Spit Wasps (Ex): Unlike most breath weapons, the arsalon’s is not magical, which is the result of a strange symbiosis between the drake and normal wasps. The arsalon secretes a wasp-attracting nectarlike substance in its throat bladder. Over time, the bladder becomes home to an entire wasp nest, and the arsalon can excite the wasps simply by contracting its throat bladder and exerting pressure on their hive. The statistics for a swarm of wasps can be found under the “swarms” section of the 3rd edition Fiend Folio. The wasp swarm does not dissipate until all offending creatures (other than the arsalon itself) are out of sight. The enraged wasps do not stray far from the arsalon. The symbiosis between arsalon and wasp benefits both creatures: The drake gains a mobile “attack force,” while the wasps gain a permanent lair and can feed upon the scraps of food caught between the arsalon’s teeth. The sweet-smelling chemical attractor that the arsalon uses to lure wasps into its mouth occasionally attracts other insects, such as bees, hornets, or yellow jackets. The arsalon doesn’t care what type of insect it supports inside its throat bladder, so long as they can be “summoned to battle.” Only one type of insect will be in a symbiotic relationship with any individual arsalon, although for the purpose of combat, the insect type has no bearing on the creature’s “breath weapon.” Generally the arsalon will keep one swarm until the swarm is killed or it is killed; the arsalon only uses the breath weapon if necessary or it is told to by it’s rider (if any). Poison (Ex): The stinger of an arsalon inflicts 1d12 points of damage and forces the victim to make a successful saving throw vs. poison or be slowed for 1d10+2 rounds. While the victim is slowed, the arsalon takes full advantage, biting and stinging repeatedly while grasping its prey in its front claws. Repeated stings do not slow the victim longer but inflict normal damage. Because of the relative shortness of the arsalon’s tail, it cannot be used to attack creatures from behind or to the side of the drake. Immunities: Because of its thick, plated scales, the arsalon is immune to the stings of wasps and other similar-sized creatures like bees and hornets. TRAINING AN ARSALON Training an arsalon as an aerial mount requires a successful Handle Animal check (DC 27 for a young creatures, or DC 38 for an adult) and that creature must be willing. Arsalon mature in about three years. Trainers can reduce the DC by 5 and rearing time by using a magic bridle enchanted for this purpose. Arsalon eggs are worth 4,500 gp each, while young are worth 11,000 gp each. Adults are worth 16,500 gp each. Professional trainers charge 2500 gp to rear or train an arsalon. Riding a trained arsalon requires an exotic saddle. An arsalon can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check (see Ride, page 72 in the Player’s Handbook). Mostly because of the wasps inherently connected to the arsalon, few wilderness races have successfully domesticated them. Carrying Capacity: A light load for an arsalon is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. And if these are too weak, you could always use the paragon template on them from the Epic Level Handbook. At level 18, this book would start to be pretty useful if you don't have it. |
| Mr.Waesel10-25-03, 11:53 AM | . |