Monsters as Mounts

by DumpStat

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Exotic Mounts

Certain creatures and monsters are willing to become mounts for your character. Each creature has its own reason for being a mount and you will have to do more than just visit your local vendor and buy one of these exotic creatures.

Using these Mounts

Exotic Mounts featured here are not the average of their kind, but special creatures that are not as independent as their counterparts. When using these creatures as your mounts, they do not act independently, but rather rely on the character's commands.

Entering into an Agreement

Exotic Mounts require the potential rider to enter into some sort of arrangement with them. Some may need to be bonded to the rider, others may bargain for food and shelter and some may require weekly payment in gold for their services. Below are the basic rules for entering into an agreement with each type of Exotic Mount.

Creature Type Agreement and/or Payment Frequency of Payment
Earth Golem Bonding Amulet None required
Owlbear Food and Shelter Daily
Riding Ogre Gold or other Valuables Weekly
Warforged Charger Treated with Respect Regular Basis

Attacks

Per the agreement made with each exotic mount, it will have the ability to attack the rider's foes in battle. As an bonus action, the rider can use simple one or two word verbal commands such as "attack" or "charge" to have the creature use one of its attacks or abilities.

The exotic mount works off of the rider's initiative. For each different type of action the rider wants the exotic mount to take, a different command must be given. If no commands are given to the exotic mount on that turn, it will follow commands as a standard mount.

Ending the Contract

There are many reasons that the rider and mount may decide to terminate their agreement. Sometimes it may end peacefully and each party goes it separate way, other times it can end in conflict and bloodshed.

If a rider does not honor his end of the agreement based on the terms set, they may have to convince the exotic mount to remain in service and/or not attack them. A rider will have to make a Persuasion (Charisma) check each time they break the agreement, on a successful roll the exotic mount will agree to stay and serve. On a fail, the exotic mount may abandon the rider or attack them, depending on the creature. (See Below)

Earth Golem Mount

These golems were made by a long deceased creator, and now await a suitable person to be its master. If the character can find, or has in their possession, the control amulet for the golem, they will become the earth golem's new master. As long as the rider controls the amulet and is alive, the golem will serve the rider flawlessly.

Earth golem mounts walk on two legs, but severely hunched over, so that their hands drag along the ground in front of them. As they were designed to primarily be mounts, they are created with a indentation in their back so that a rider of medium size may fit comfortably on them.

Earth Golems are the most resilient of all the creature mounts, but have very limited attacks and offensive abilities. They can head slam one creature within 5ft.

Riding Ogre

Shunned by other ogres and all giants, these ogres have adapted to survive by serving as a mount for creatures they can enter into an agreement with. While incredibly stupid as all ogres are, the ogre mount will not be tricked into working for less than what he deems as a fair trade. This is usually an amount of gold and/or a number of semi precious gems to be given to the ogre weekly. The riding ogre learned at an early age what a fair amount is and will not work for anything else ever.

Riding ogres have special riding seats or harnesses that allow a creature to ride on it's shoulders. Only characters of small or smaller may ride an ogre due to the construction and set up of the harness. It is usually of simple leather and rope construction, with straps going underneath its armpits and along the shoulders of the ogre, to keep the small seat fastened to the straps in place. A character sits in the seat and slides their legs through two holes that are in the seat. The harness is set high enough on the ogre's shoulders that the character may easily see over the top of its head.

Riding ogres never learned to swing a club effectively or how to throw a javelin. They can, however, slam into creatures with their fists for almost as much damage as a greatclub would. Riding ogres also carry large pouches on their belts filled with rocks that the ogre can throw at an assigned target.

Ogres will stop obeying all commands given by the rider if it takes damage of more than 50% of its total hit points and will fly into a rage. The rider will have no control over who the ogre attacks and cannot control its movement. The ogre mount will attack the creature that hit it last, and move on to the next creature if it's original target is killed while still raging. When the rage ends, the riding ogre will be exhausted and unable to move or attack for the next round.

If the rider breaks the contract by not following the agreed upon terms, the rider must make a DC 15 Persuasion (Charisma) check. If the rider succeeds, he will calm the ogre and convince him to maintain the contract with the promise that it will receive two times the normal payment the following week. Failure will result in the ogre mount attacking the rider the first time it dismounts after failure of payment. For each week the rider tries to withhold payment, it is +5 to the DC.

Owlbear Mount

It has been said that in the untamed wilds, owlbears can be trained to serve as mounts. If a player is lucky enough to come across one of these creatures, the character can make a DC 16 Animal Handling (Wisdom) check to convince the owlbear mount to serve them. If the character attempts this check while presenting food to the creature, they make the check with advantage.

Owlbear mounts are ridden by sitting on their backs and using their fur/feathers to guide them. These mounts have been trained to move with an uncanny grace as not to throw the rider off, even in battle. Due to this, the owlbear mount loses its ability to multiattack, as its first priority is not losing their rider. They have, however, been trained to let loose with an ear piercing screech upon command. This screech has the potential to frighten all creatures within 30 ft. that have not heard it before. While they cannot speak, the owlbear mount will understand most one word commands spoken in common.

As long as an owlbear mount is fed daily and not mistreated, it will willingly serve the character until its death. If the character attempts to abandon the owlbear mount, it will follow them for 2-7 days (1d6+1) after which it will wander back into the forest.

Warforged Charger

Leftover from their time as indentured servants in Karrnath and Thrane, these specialized warforged were left to wander the lands of Eberron in search of someone to serve. Not intelligent enough as other warforged to utilize their own free will, they have never understood why the others of their kind sought to become independent from their masters.

The warforged charger appears like a normal warforged, except that it walks and runs by using both its arms and legs. It has a saddle built into it, as they were designed primarily to be used on the battlefield. Their feet and hands are similar to that of an ape or gorilla, and it has two metal spikes protruding from its head, like that of a bull. When the warforged charges and is able to gore its target, it may trample it as it runs by. The warforged charger can also use one of it's arms to stomp on a creature if commanded to do so.

While not intelligent enough to understand the concept of free will, the warforged charger craves the respect its masters in Karrnath and Thrane never showed them. As long as the rider shows it an amount of respect equal to the services it provides, it will remain by the character's side until dismissed, which may be done at any time. Words of encouragement, thanks for a battle well fought or even a simple please every now and then will keep a warforged charger happy and subservient to the character for quite a long time. If mistreated or insulted, the warforged charger will leave at its first opportunity if not persuaded by the character to stay.


Riding Ogre

Large Giant, chaotic neutral


  • Armor Class 11 (hide armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 4 (-4) 7 (-2) 7 (-2)

  • Senses Darkvision 60 Ft., passive Perception 8
  • Languages Common, Giant
  • Challenge 3 (700 XP)

Ogre Rage. If the ogre's hit points are reduced to half of its Hit Point Maximum or less during battle, it will fly into a rage as a reaction and immediately attack the creature that hit it last. While raging, the ogre has advantage on Strength checks and Strength saving throws, can make two slam attacks per round and has its movement speed doubled. The ogre's rage lasts for 3 rounds. When the rage ends, the ogre may not move or attack next round.

As long as the rider has the specific ogre saddle, he will remain on the ogre during the rage. If not, the rider must make a DC 15 Strength saving throw at the beginning of each round the rage lasts.

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (2d8+4) bludgeoning damage.

Rocks. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.


Earth Golem, Mount

Large construct, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 94 (11d10 + 33)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 16 (+3) 3 (-4) 6 (-2) 1 (-5)

  • Damage Immunities Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 60 Ft., passive Perception 8
  • Languages Understands the language of its creator but cannot speak
  • Challenge 4 (1,100 XP)

Earth Absorption. Whenever the golem is subjected to damage from earth spells like earth tremor, it is unaffected by any of the spells effects and takes no damage.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's attacks are magical.

Actions

Head Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.


Warforged Charger

Large Construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 126 (12d10 + 60)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 4 (-4) 7 (-2) 3 (-4)

  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 8
  • Languages Understands Commands Given In Any Language But Can't Speak
  • Challenge 5 (1,800 XP)

Adamantine Plating. The charger is unaffected by all Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, and is not subject to critical hits.

Immutable Form. The charger is immune to any spell or effect that would alter its form.

Steady Rider. The rider cannot be dislodged from the charger.

Actions

Trampling Charge. If the charger moves at least 20 feet straight towards a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is knocked prone, the charger can use a bonus action to use its Stomp attack.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) piercing damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5ft., one prone creature. Hit: 16 (2d10+5) bludgeoning damage.


Owlbear Mount

Large Monstrosity, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 3 (700 XP)

Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 14 (2d8+5) slashing damage.

Screech (Recharge 6). The owlbear emits a ear piercing screech. All creatures within a 30 foot radius must make a DC 12 Wisdom saving throw or become frightened for 1 minute. They can repeat this saving throw at the end of their turn, ending this effect on a success.

 

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