WIP
Chart
Name | Price | Light Load | Rider Size | Speed | Per Day | ~ Source |
---|---|---|---|---|---|---|
Guard Dog | 25 gp | 75 lbs. | Small | 4mph | 32 mi. | Monster Manual |
Riding Dog | 150 gp | 100 lbs | Small | 4 mph | 32 mi. | Monster Manual |
Donkey | 8 gp | 50 lbs | Small | 3 mph | 24 mi. | Monster Manual |
Heavy Horse | 200 gp | 200lbs | Medium | 5 mph | 40 mi. | Monster Manual |
Light Horse | 75 gp | | 150lbs | Medium | 6 mph | 48 mi. | Monster Manual |
Pony | 30 gp | 75lbs | Small | 4mph | 32 mi. | Monster Manual |
Heavy Warhorse | 400 gp | | 300lbs | Medium | 5 mph | 40 mi. | Monster Manual |
Light Warhorse | 150 gp | | 230lbs | Medium | 6 mph | 48 mi. | Monster Manual |
Valenar Riding Horse | 500 gp | ? | Medium | 8 mph | 64 mi. | Explorer's handbook |
Brass Steed | 19,000gp | 600lbs | Medium | Heroes of Battle | ||
Luna Moth | / | 230lbs | Medium | Heroes of Battle | ||
Rainbow Crow | / | 920lbs | Large | Heroes of Battle | ||
Skeletal Warbeast | / | 400lbs | Medium | Heroes of Battle | ||
Tusked Behemoth | / | 16,640lbs | Huge | Heroes of Battle | ||
War Mastiff | / | 130lbs | Small | Heroes of Battle | ||
Yellow Chocobo | 250 gp | |||||
Ashworm | 200 gp | Sandstorm | ||||
Giant Gecko | / | / | Pathfinder #1 | |||
Two Humped Camel | 100 gp | Sandstorm | ||||
Dromedary Camel | 75 gp | Sandstorm | ||||
Dust Twister | 1,500 gp | Sandstorm | ||||
War Camel | 4500 gp | Sandstorm |
Add 1 mph to speed, or 8 miles per day, for animals with the magebred qualities.
50ft. Land speed = 5 mph
Sandstorm
Ashworm: These creatures (described on page 140 of Sandstorm) can be domesticated and trained to become mounts. The poison stingers of most domesticated ashworms are clipped.
A tamed ashworm is suitable as a mount for a Medium humanoid. However, the rider must succeed on a DC 15 Ride check once every 24 hours if in a sandy environment or be swept off the back of the ashworm as it dives below the surface for 1d4 rounds before returning to its rider.
An ashworm is hard to control in combat (see Mounted Combat, page 157 of the Player’s Handbook) unless it belongs to an ashworm dragoon (see page 66).
An ashworm mount requires an exotic saddle, benefits from stabling, can wear custom barding (specially constructed, adding an additional 50% to the price), and requires feed like a normal mount (see Mounts and Related Gear, page 131 of the Player’s Handbook).
Camel: The camel is the most common mount in the
waste. A camel is appropriate as a mount for a Medium
humanoid creature. Dromedary and two-humped camels
are hard to control in combat (see Mounted Combat, page
157 of the Player’s Handbook), while war camels can be ridden
into battle easily. Camels benefi t from stabling, can wear
barding, and require feed like normal mounts (see Mounts
and Related Gear, page 131 of the Player’s Handbook).
Dust Twister: Using a dust twister (described on page
162) as a mount is something only the very rich, eccentric,
or the magically gifted normally consider.
A tamed dust twister is suitable as a mount for a Medium
or Large humanoid-shaped creature. Dust twisters are
hard to control in combat (see Mounted Combat, page 157
of the Player’s Handbook). While riding, you appear to be
held aloft in the center of the twister some 5 feet off the
ground as the dust twister races across the sand. However,
you must succeed on a DC 15 Ride check once per day
or be fl ung from the calm eye of the dust twister, taking
1d6 points of damage. A dust twister requires no saddle
or stable, cannot wear barding, and does not require feed
like a normal mount.
Frostburn
GLYPTODON
Large Animal
Hit Dice: 10d8+33 (72 hp)
Initiative: –1
Speed: 20 ft. (4 squares), burrow 5 ft.
Armor Class: 18 (–1 size, –1 Dex, +10 natural), touch 8,
fl at-footed 18
Base Attack/Grapple: +7/+16
Attack: Tail +11 melee (2d6+5/3)
Full Attack: Tail +11 melee (2d6+5/3) and bite +6 melee
(1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, trample
Special Qualities: Damage reduction 5/piercing, lowlight
vision
Saving Throws: Fort +10, Ref +6, Will +8
Abilities: Str 20, Dex 8, Con 17, Int 2, Wis 12, Cha 7
Skills: Listen +8, Spot +8, Swim +8
Feats: Alertness, Improved Natural Attack (tail), Power
Attack, Toughness
Environment: Cold plains
Organization: Solitary, pair, colony (3–4), or herd (6–20)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: —
This odd creature is the size of a draft horse, but its body is low
to the ground and covered by a thick armor of leathery bands.
A tail ending in a heavy spiked club of bone trails behind its
dome-shaped body.
Glyptodon (literally, “carved tooth”)
is an enormous armadillo like
creature—if an armadillo were
the size of a small wagon. It has
a short snout and powerful
jaws, with no teeth in the
front of the mouth, but
grinding teeth farther
back in the
mouth. While it
is a plant-eater, its
armor plating and
heavy knobbed
tail makes it very
capable of defending
itself against
smaller predators
and even of chasing
off other grazers. Glyptodons
are especially hostile to horses,
musk oxen, and other arctic and
subarctic herbivores that compete
with them for the rich summer grasses.
Glyptodons are often prey for sabertoothed
tigers, dire lions, and other deadly hunters
such as dragons and humans.
A fully grown glyptodon is about 10 feet long
and 5 feet tall, and weighs about 3,000 to 4,500 pounds.
Combat
A glyptodon found by itself is common, but the creatures
also fi ght in small groups, circling around the young to
create a wall of armored fl esh. If provoked, a glyptodon typically
begins a combat by attempting to trample its foe.
Augmented Critical (Ex): A glyptodon deals triple
damage if it scores a critical hit with its tail attack.
Trample (Ex): As a full-round action, a glyptodon can
move up to twice its speed and literally run over Medium
or smaller creatures. This attack deals 1d6+7 points of damage.
Trampled opponents can make attacks of opportunity against the glyptodon at a
–4 penalty. If they do not make
attacks of opportunity, trampled
opponents can attempt a DC 20 Refl ex
save for half damage. The save DC is
Strength-based.
Training a Glyptodon
Small and Medium humanoids
such as neanderthals, goblinoids,
and orcs sometimes use
glyptodons as mounts or pack
animals. They are particularly
useful as archery platforms on a
battlefi eld, as their gait is slow
and steady.
Training a glyptodon requires
six weeks of work and a successful
DC 25 Handle Animal check.
Riding a glyptodon requires an
exotic saddle that includes a prod
that a glyptodon can feel through
its armor. A glyptodon can fi ght
while carrying a rider, but the rider cannot
also attack unless he or she succeeds on a
Ride check.
Carrying Capacity: A light load for a glyptodon is
up to 400 pounds; a medium load, 401–800 pounds; and
a heavy load, 801–1,200 pounds. A glyptodon can drag
6,000 pounds.
MEGALOCEROS
Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10,
fl at-footed 13
Base Attack/Grapple: +4/+13
Attack: Gore +8 melee (1d8+7)
Full Attack: Gore +8 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, stampede, toss
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 20, Dex 12, Con 16, Int 2, Wis 11, Cha 8
Skills: Listen +7, Spot +6
Feats: Alertness, Endurance, Run
Environment: Cold marshes
Organization: Solitary or herd (6–20)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7–12 HD (Large); 13–18 HD (Huge)
Level Adjustment:—
This large elklike creature has shaggy fur and a huge set of antlers
easily 10 feet across.
The megaloceros is a large, powerful deer, standing up to
7 feet tall at the shoulder with 100-pound antlers spanning
12 feet. It favors lakes and bogs, and can be trained
to serve as a mount. The creatures’ enormous antlered
skulls are popular decorations for castles and hunting
lodges. These beasts also serve as powerful totem animals
for neanderthals and snow goblins, who call the animals
“Great Snow Elk.”
Combat
Megaloceroses prefer to avoid combat, except during
mating season, when males are extremely aggressive and
territorial, and during the spring calving season, when
female megaloceroses are extremely aggressive in defense
of their young.
Megaloceroses typically charge the most obvious or
brightly colored target, attempting to gore and toss it,
then return to trample and fi nish it. When an entire herd
is threatened, the young males sometimes charge two and
three together against a threat.
Improved Grab (Ex): To use this ability, the creature
must hit a Medium or smaller opponent with its gore attack.
If it gets a hold, the megaloceros scoops up the opponent
with its antlers and can toss it aside.
Stampede (Ex): A frightened herd of megaloceroses may
fl ee as a group in a random direction (but always away from
the perceived source of danger). They literally run over anything
of Large or smaller size that gets in their way, dealing
1d12 points of damage for each fi ve megaloceroses in the
herd (DC 18 Refl ex save half).
Toss (Ex): A megaloceros can vigorously shake any creature
caught in its horns and fl ing it in a random direction.
Resolve the toss as a bull rush maneuver (+9 check modifier),
except that there is no attack of opportunity, since
the megaloceros has already grabbed
its foe when it tries to toss the victim.
The megaloceros does not need to move
with its foe in order to throw its foe
more than 5 feet. If the tossed victim
beats the megaloceros’s Strength
check, he remains in his current
square with no ill effects and is
not grappled any longer. Tossed
victims take impact damage on
landing as if they had fallen a
distance equal to the distance
they were tossed.
Scent (Ex): A megaloceros can
detect opponents within 30 feet. The exact location is not
revealed unless the creature is within 5 feet.
Training a Megaloceros
Small and Medium humanoids such as neanderthals, snow
elves, human druids, and gnomes sometimes use megaloceroses
as mounts; Midgard dwarves use them as pack
animals. Their speed and height are particularly useful for
scouts and reconnaissance of all kinds. Their gait is fast,
jarring, and prone to sudden shifts in direction.
Training a megaloceros requires four weeks and a successful
DC 20 Handle Animal check. Riding a megaloceros
requires an exotic saddle. A megaloceros can fi ght while
carrying a rider, but the rider cannot also attack unless he
or she succeeds on a Ride check.
Carrying Capacity: A light load for a megaloceros is
up to 400 pounds; a medium load, 401–800 pounds; and
a heavy load, 801–1,200 pounds. A megaloceros can drag
6,000 pounds.
WOOLLY MAMMOTH
Huge Animal
Hit Dice: 14d8+98 (161 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (–2 size, –1 Dex, +10 natural), touch 7,
fl at-footed 17
Base Attack/Grapple: +10/+30
Attack: Gore +20 melee (2d10+18)
Full Attack: Slam +20 melee (2d6+12) and 2 stamps +18
melee (2d6+6); or gore +20 melee (2d10+18)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, toss, trample 2d8+18
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +8, Will +10
Abilities: Str 34, Dex 8, Con 25, Int 2, Wis 12, Cha 7
Skills: Listen +12, Spot +11
Feats: Alertness, Endurance, Improved Bull Rush, Multiattack,
Power Attack
Environment: Cold plains
Organization: Solitary or herd (4–16)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 15–20 HD (Huge); 21–28 HD (Gargantuan)
Level Adjustment:—
Covered in brown, shaggy fur, this elephantlike creature has two
huge, curving tusks and towers almost 15 feet tall.
Woolly mammoths are members of a family of many
elephantlike species; all are enormous, furred animals
with surprising intelligence, large tusks, and a love of cold
climates. The largest woolly mammoths live on the open
steppes, where their sheer size protects them from most
predators. The only exceptions are intelligent humanoids,
such as humans, neanderthals, and orcs—and even these are
often reluctant to face down a woolly mammoth directly.
The woolly mammoth has a shoulder height of about 15
feet, weighs between 9 and 11 tons, and has tusks roughly
15 feet long. It lives in large family groups on open steppe.
All woolly mammoth herds are led by the eldest female
woolly mammoth, her sisters, and her daughters. Male
woolly mammoths are the fi ghters but not the dominant
animals in woolly mammoth herds.
Woolly mammoths often venerate
the bones of their dead, and
after any combat they return to
the site of a herd member’s death.
In some cases, the woolly mammoths
handle the bones of the dead years after the death of a mate, sibling, or child. Frost
folk and others believe that this is how woolly mammoths
communicate with the dead, and that woolly mammoth spirits
and totems have great power in the land of the dead.
Combat
Woolly mammoths are usually aggressive only when stalked
or threatened or when they fear for the safety of their young.
Like elephants, woolly mammoths have long memories,
and will take revenge on creatures that harmed them in the
past. Woolly mammoths prefer to fi ght as a herd rather than
individually, though the lead bull in a herd (usually a male
with advanced Hit Dice) will often fi ght alone to defend the
females and young.
Improved Grab (Ex): To use this ability, a woolly mammoth
must hit a Large or smaller foe with a gore attack. If it
gets a hold, it tosses its opponent.
Toss (Ex): Woolly mammoths vigorously shake any creature
caught in their tusks and fl ing it in a random direction.
Resolve the toss as a bull rush maneuver (+20 check modifi
er), except that there is no attack of opportunity, since the
woolly mammoth has already grabbed its foe when it tries
to toss the victim. The woolly mammoth does not need to
move with its foe in order to throw its foe more than 5 feet.
If the tossed victim beats the woolly mammoth’s bull rush
check, he remains in his current square with no ill effects
and is not grappled any longer. Tossed victims take impact
damage on landing as if they had fallen a distance equal to
the distance they were tossed.
Trample (Ex): As a full-round action, a woolly mammoth
can move up to twice its speed and literally run over Large
or smaller creatures. This attack deals 2d8+18 points of
damage. Trampled opponents can make attacks of opportunity
against the woolly mammoth at a –4 penalty. If they do
not make attacks of opportunity, trampled opponents can
attempt DC 29 Refl ex saves for half damage. The save DC is
Strength-based.
Scent (Ex): A woolly mammoth can detect opponents
within 30 feet. The exact location is not revealed unless the
creature is within 5 feet.
Training a Woolly Mammoth
Giants and humanoids such as frost folk, humans, and
ogres sometimes use woolly mammoths as mounts or
pack animals. Training a woolly mammoth must begin
with a young animal; adults rarely cooperate and will
starve themselves rather than submit to training. Training
a young woolly mammoth requires six weeks and a
successful DC 25 Handle Animal check. Riding a woolly
mammoth requires an exotic saddle or howdah, which
includes a prod that the animal can feel through its fur
and its thick hide. A woolly mammoth can fi ght while carrying
a rider, but the rider cannot also attack except with
a lance or a missile weapon.
Carrying Capacity: A light load for a woolly mammoth
is up to 5,592 pounds; a medium load, 5,593–11,184 pounds;
and a heavy load, 11,185–16,776 pounds. A woolly mammoth
can drag 40 tons.