Mounts
These mounts were made for some of the creatures my players gained access too over a year-long 102 session West Marches campaign. This list helps expand the options given in the ARCADIA issue 1 article written by Willy Abeel. The document includes mount statblocks for Dire Wolf, Crocodile, Ankheg, Griffon, Ankylosaurus, War Elephant, Wyvern, and Unicorn. This document does not include the improved mounted combat rules, just some custom mounts. If you want the rules I suggest picking up issue #1 of ARCADIA from MCDM.
Dire Wolf
The dire wolf is a fast agile mount perfect for hunting down your prey. The dire wolf mount is great for boosting movement speed, letting normally sluggish characters have more battlefield presence. While not very hard hitting, the dire wolf makes up with its consistency with Pack Tactics almost guaranteeing advantage on its Bite attack, as long as its rider is not incapacitated. Track lets you run down those pesky retreating enemies that will get reinforcements, and Howl is a great way of helping out the rider and any nearby allies like a true pack leader.
Dire Wolf Mount
Large beast, unaligned
- Armor Class 13+PB
- Temporary Hit Points 3 times the rider’s character level or challenge rating
- Hit Points (5d10+10)
- Speed 50ft.
STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
- Skills Perception, Stealth
- Senses Passive Perception 11 + PB
- Languages --
- Challenge 1
- Proficiency Bonus Equals the rider's proficiency bonus.
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +3 + PB, Reach 5ft, one target. Hit 11 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 11 + PB Strength saving throw or be knocked prone.
Track. The wolf smells a creature making a Wisdom (Perception) in a contest against that creature's Dexterity (Stealth). If the wolf wins the contest it can then Dash towards that creature, and the next attack roll the rider makes at that creature has advantage.
Howl (3/Day). The wolf and all creatures of the rider's choice within 20 feet deal 1d6 extra damage on their next weapon attack until the end of the wolf's next turn.
Note: Several mounts have actions that have contested ability checks. If you lose the contest you still expend one of the daily uses of the ability.
Crocodile
Dredged up the depths Ol'Ripjaw's bog these whelps have been raised by the tamer to be deadly ambush predators. While the crocodile is not the swiftest mount, it is one of the few aquatically capable mounts and can be deadly if utilized properly. Its mighty jaws keep prey held down for its rider to take full advantage. While Tail Lash can keep dangerous opponents at a distance.
Crocodile mount
Large beast, unaligned
- Armor Class 12 + PB
- Temporary Hit Points 3 times the rider’s character level or challenge rating
- Hit Points (4d10+8)
- Speed 20ft., swim 30ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 2 (-4) 10 (+0) 5 (-3)
- Skills Stealth
- Senses passive Perception 10
- Languages --
- Challenge 1
- Proficiency Bonus Equals the rider's proficiency bonus.
Hold Breath. The crocodile can hold its breath for 15 minutes.
Ambush. The crocodile does an extra 2d6 damage with attacks against creatures that haven't had a turn yet in combat
Underwater Threat. While the crocodile is in water it has advantage on Stealth checks
Actions
Lunge. Melee Weapon Attack: +3 + PB, Reach 5ft, one target. Hit 14 (2d10+3) piercing damage. The crocodile moves up to half it's speed and attempts to Bite the target. On a Hit the creature is grappled (Escape 11 + PB), while grappled this way the creature is restrained.
Tail Lash. Melee Weapon Attack: +3 + PB, Reach 10ft, one target. Hit 10 (2d6+3) bludgeoning damage. The target must make a DC 11 + PB Strength saving throw or be knocked back 10 feet.
Stalk (3/Day). The crocodile and its rider make a Stealth check contested against a target creature's Perception check. If either the crocodile or the rider win the contest the next attack either the rider or crocodile make at that creature is at advantage and deals an additional 2d6 weapon damage.
Ankheg
Eggs taken from the Ankheg Queen's chamber have been raised into mounts that can burrow underneath the earth to surprise your enemies with. The high AC, Protective Claws, and ability to burrow out of trouble makes the ankheg a good defensive mount. And its acid abilities are great for fending off Trolls as a bonus.
Ankheg Mount
Large monstrosity, unaligned
- Armor Class 14 + PB
- Temporary Hit Points 3 times the rider’s character level or challenge rating
- Hit Points (6d10+6)
- Speed 30ft., burrow 10ft.
STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 13 (+1) 1 (-5) 13 (+1) 6 (-2)
- Senses darkvision 60ft., tremorsense 60 ft., passive Perception 11
- Languages --
- Challenge 2
- Proficiency Bonus Equals the rider's proficiency bonus.
Actions
Pincer Bite. Melee Weapon Attack: +3 + PB, Reach 5ft, one target. Hit 10 (2d6+3) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 11 + PB). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. While grappled the creature takes 3 (1d6) acid damage at the start of each if its turns.
Burst Burrow (3/Day). The ankheg burrows up to twice its speed either straight up or straight down. Any creatures within 5ft. of either the point of arrival or point of departure (rider's choice) must make a DC 11 + PB DEX save or fall prone.
Acid Spray (2/Day). The ankheg sprays acid in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a DC 11 + PB Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. If a creature is grappled by the ankheg's Pincer Bite, that creature has automatically fails the save.
Reactions
Protective Claws. When the rider would be hit by a melee weapon attack the mount can use it's reaction to increase the rider's AC by 2 until the end of the turn, including the triggering attack.
Griffon
The Greater Steed of one Remington Algernon Esq, Lord Reginald was what prompted this design. Flying through the skies picking off targets and swooping in and out of danger the Griffon is a powerful mount. However finding one to tame without the magic to summon one may prove difficult.
Griffon Mount
Large monstrosity, unaligned
- Armor Class 12 + PB
- Temporary Hit Points 3 times the rider’s character level or challenge rating
- Hit Points (6d10+18)
- Speed 30ft., fly 80ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 2 (-4) 14 (+2) 8 (-1)
- Saving Throws Strength
- Skills Athletics, Perception
- Senses passive Perception 12 + PB
- Languages --
- Challenge 3
- Proficiency Bonus Equals the rider's proficiency bonus.
Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Talon Grasp. Melee Weapon Attack: +4 + PB, Reach 5ft, one target. Hit 11 (2d6+4) slashing damage. If the target is Medium or smaller the Griffon may grapple it (Escape 12 + PB).
Seek Prey (3/Day). The Griffon spies a creature using its Wisdom (Perception) in a contest against that creature's Dexterity (Stealth). If the Griffon wins the contest both the Griffon and its rider score a critical hit with weapon attacks on a roll of 19 or 20 on that creature for the next minute.
Barrel Roll (2/Day). The Griffon's movement does not provoke attacks of opportunity this turn and any attack rolls towards the rider or the Griffon have disadvantage until the start of the griffon's next turn.
Reactions
Evasive Maneuvers. While airborne, if the Griffon and it's rider are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage. The rider can use their reaction to have both it and the Griffon instead take no damage if it succeeds on the saving throw, and only half damage if it fails.
Note: Evasive Maneuvers requires both the rider and mount to use their reactions to get the effect. It was tricky to word, basically The mounts reaction allows the rider to take a reaction.
Ankylosaurus
Rescued from a Tyrannosaurus Rex attack in the Plains Ankles and Wisco Winson serve their new handlers well. Ankylosaurus are big lumbering tanks are used mostly for defensive purposes (like moving cover in a certain Rouge's case). However a few tiems a day they can deal big damage or crucial crowd control with their Concussive Tail. Sweeping Tail makes them also great for dealing with lots groups of enemies. Really the only thing the ankylosaurus is not adept at is fitting through doors.
Ankylosaurus Mount
Huge beast, unaligned
- Armor Class 15 + PB
- Temporary Hit Points 2 times the rider’s character level or challenge rating
- Hit Points 68 (8d12+16)
- Speed 30ft.
STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)
- Saving Throws Strength
- Senses passive Perception 11
- Languages --
- Challenge 4
- Proficiency Bonus Equals the rider's proficiency bonus.
Huge Frame. When the rider is hit by a weapon attack it can choose to only take half damage and transfer the other half to the mount.
Actions
Sweeping Tail. Melee Weapon Attack: +4 + PB, Reach 10ft, up to 3 targets. Hit 9 (1d10+4) bludgeoning damage. The rider can target up to three creatures within 10ft. of the mount with this attack. A creature hit by this attack must succeed on a DC 12 + PB Strength saving throw or be knocked prone.
Concussive Tail (2/Day). Melee Weapon Attack: +4 + PB, Reach 10ft, one target. Hit 21 (5d6+4) bludgeoning damage. On a hit the rider can choose to forgo damage to force the target to make DC 12 + PB CON save or become stunned until the end of the rider's next turn.
Brace for Impact (1/Day). The mount gains resistance to non-magical bludgeoning, piercing, and slashing damage for the next 5 minutes. During this time the mount's speed is reduced by 5ft.
Reactions
Bulk Cover. If the rider and the mount are both subjected to a DEX save from the same effect. The mount can use it's reaction to fail the save while granting the rider advantage on the save
War Elephant
Why does a riding horse only cost 75gp while a warhosre costs 400gp? Thats because warhorses have been bred and trained for battle. Elephants are the same way, regular 200gp ones make great pack animals but are liable to run from a real battle. War Elephants are ones that have been trained to be harden siege engines that can be massive for multipliers. They don't come cheap though, the Tiallan Empire will charge you 1,000gp for one, and you'll still have to tame it yourself. However anyone who has seen Souly on the battlefield knows they are a force to be reckoned with (except that one time vs Death Tooth).
War Elephant Mount
Huge beast, unaligned
- Armor Class 13 + PB
- Temporary Hit Points 2 times the rider’s character level or challenge rating
- Hit Points 86 (9d12+27)
- Speed 40ft.
STR DEX CON INT WIS CHA 22 (+6) 11 (+0) 17 (+3) 3 (-4) 13 (+1) 6 (-2)
- Saving Throws Constitution
- Senses passive Perception 11
- Languages --
- Challenge 4
- Proficiency Bonus Equals the rider's proficiency bonus.
Huge Frame. When the rider is hit by a weapon attack it can choose to only take half damage and transfer the other half to the mount.
Sure-Footed. The mount has advantage on saving throws and ability checks against being knocked prone.
Actions
Topple + Stomp. Melee Weapon Attack: +6 + PB, Reach 5ft, one target. Hit 22 (3d10+6) bludgeoning damage. One creature smaller than the Elephant within 5ft. must succeed on a DC 14 + PB Strength saving throw or fall prone. Then, if the creature is prone the Elephant attempts to Stomp on it.
Fierce Charge (3/Day). Melee Weapon Attack: +6 + PB, Reach 5ft, one target. Hit 19 (3d8+6) piercing damage. The elephant must move at least 20ft straight towards a creature before attacking. After the attack the rider has advantage on the next weapon attack it makes against the targeted creature this turn.
Reactions
Battle Bellow (1/Day). When initiative is rolled, the rider can add a +5 bonus to its initiative.
Wyvern
The egg found early in the adventure by Dr. Alex Blaine has hatched and is being raised into a ferocious beast. The doctor has not yet tamed this beast but if he does it promises to be a force to be reckoned with. The Wyvern boasts unmatched damage and aerial mobility, it is ready to dominate any battlefield. However it is the absolute top end when it comes to difficulty to tame.
Wyvern Mount
Large dragon, unaligned
- Armor Class 13 + PB
- Temporary Hit Points 2 times the rider’s character level or challenge rating
- Hit Points 85 (10d10+30)
- Speed 20ft. fly 80ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
- Skills Perception
- Senses darkvision 60ft., passive Perception 11 + PB
- Languages --
- Challenge 6
- Proficiency Bonus Equals the rider's proficiency bonus.
Commanding Presence. The wyvern's rider has advantage on Intimidation and Persuasion checks while mounted.
Actions
Stinger. Melee Weapon Attack: +4 + PB, Reach 10ft, one target. Hit 11 (2d6+4) piercing damage. The target must succeed on a DC 12 + PB Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one.
Rend (2/Day). The Wyvern flies up to half its speed ignoring attacks of opportunity and restrictions on moving through a creature's space. Each creature of the rider's choice the mount passes through must make a DC 12 + PB Dexterity saving throw or take 13 (2d8 + 4) slashing damage
Beat Wings (2/Day). Each creature within 10 feet must succeed on a DC 12 + PB Strength saving throw or take 7 (2d6) bludgeoning and be pushed back 10 feet. The Wyvern then may then fly up to half it's speed.
Note: This statblock has been field tested due to failed tame checks, it may be subject to change.
Unicorn
Since unicorns are more intelligent creatures I opted against making it tamable (general rule I gave my players was 6 or less INT). However some players met and aided a unicorn named Iris, and Iris rewarded them with tokens they could use to summon her to their aid as a mount for a limited time. The Unicorn is ultimate support mount boasting buffs and heals for its rider.
Unicorn Mount
Large celestial, lawful good
- Armor Class 12 + PB
- Temporary Hit Points 2 times the rider’s character level or challenge rating
- Hit Points 67 (9d10+18)
- Speed 50ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)
- Damage Immunities poison
- Condition Immunities charmed, paralyzed, poisoned
- Senses darkvision 60ft., passive Perception 13
- Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
- Challenge 6
- Proficiency Bonus Equals the rider's proficiency bonus.
Regeneration. The unicorn regains 10 hit points at the start of her turn if she has at least 1 hit point.
Purification. The rider gains immunity to the charmed, paralyzed, poisoned conditions, and any curses affecting the rider are suppressed while mounted.
Shimmering Shield. The rider gains a +2 bonus to its AC
Shared Magic Resistance. Both the unicorn and its rider have advantage on saving throws against spells and other magical effects.
Actions
Horn Charge. Melee Weapon Attack: +4 + PB, Reach 5ft, one target. Hit 13 (2d8+4) piercing damage plus 9 (2d8) radiant damage. The unicorn must move at least 20ft straight toward a target
Righteous Hoof (3/Day). Melee Weapon Attack: +4 + PB, Reach 5ft, one target. Hit 11 (2d6+4) bludgeoning damage. On a hit the target must make a DC 11 + PB Charisma save or the next weapon attack the rider lands on it until the unicorn's next turn is considered a Critical Hit.
Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8+3) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The unicorn magically teleports itself, the rider, and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
Unicorn Magic. The unicorn casts one of calm emotions, dispel evil and good, entangle. It can only cast each one once per day