Mounts

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War Mounts

These mounts have been specifically trained for battle. Some mounts focus on attacking, others with defense and all as a method of transportation meant to instill fear in those they encounter. The costs associated with these mounts is much higher that than of common mounts, as the training involves a master trainer and a great deal of time.

Training

War mounts take an incredibly long time to train. All mounts must start their training when they are less than a year old. Training lasts a minimum of 1 year and can take up to 3 years to master their abilities. Therefore, one cannot tame an older beast and attempt to train it to be a war mount.

They cost how much?!

As stated above, these animals require much more training than a normal mount. There are very few individuals that have the expertise to mold these animals into mounts that withstand the rigors of battle.

Animal Cost Speed Carry Capacity
Allosaurus, War 1200 gp 60 ft. 570 lbs.
Elephant, War 2000 gp 40 ft. 1600 lbs.
Rhinoceros, War 1300 gp 40 ft. 540 lbs.
Turtle, War 1500 gp 30 ft./60 ft. 480 lbs.

Barding

Barding for war mounts is also more expensive than barding for other mounts. As these beasts are the largest of their type, they are able to do more and carry more, but the costs associated with these benefits increases also. War mounts are not trained to pull land or water vehicles for long distances. War Elephants can, however, pull catapults and trebuchets onto the battlefield.

Item Cost Weight
Barding X4 X2
Animal Feed 10 sp 15 lbs.
Saddle, Military 1* 20 gp. 30 lbs.
Saddle, Exotic 2* 60 gp. 40 lbs.
Rider Tower 3* 80 gp. 80 lbs.
Pack, Weapon 4* 20 gp. 10 lbs.
Stabling 1 gp. -

1* - Military saddles apply to Elephant, Rhinoceros.

2* - Exotic saddles apply to Allosaurus and Turtle

3* - Elephant only. A tower can hold up to 3 people at once.

4* - A specialized pack that can hold weapons.


Image Credit

Kory Hamaker - sugarsart

Getting on your Mount

All of the mounts below have unique saddles that require a bit more time to get in, as they are specialized so that the mount and rider can attack effectively. Once during your move, you can mount a creature that is within 5 feet of you or dismount it. Doing so costs an amount of movement equal to your speed.

Abilities and Attacks

Each mount has its own set of special abilities and attacks. Since they have been trained to fight, mounts can attack on your turn. As a bonus action, you can command the mount to take its attack action on a target of your choice. The mount will obey the command completely and without hesitation. Riders can still use their action as normal.


War Elephant

Huge beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 76 (8d12 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2)

  • Senses passive Perception 10
  • Languages ---
  • Challenge 4 (1,100 XP)

Charge. If the elephant 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 15 Strength saving throw or be knocked prone.

Actions

Gore Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) piercing damage.

Stomp. Melee Weapon Attack: +8 to hit, reach 5ft., one prone creature. Hit: 22 (3d10+6) bludgeoning damage.

Trunk Sweep. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) bludgeoning damage. Target must succeed on a DC 10 Strength saving throw or be knocked back 10 ft. and be prone. If the creature makes the saving throw, they are knocked back 10 ft. but remain standing.


War Rhinoceros

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 45 (6d10+12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+4) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 6 (-2)

  • Senses passive Perception 11
  • Languages ---
  • Challenge 2 (450 XP)

Charge. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Body Slam. If a creature is flanking the rhinoceros, it may slam into the creature with its hind quarters. The creature must make a DC 12 Strength saving throw of be knocked back 5ft and be prone.

Actions

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


War Allosaurus

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 51 (6d10+18)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (-1) 17 (+3) 2 (-4) 12 (+1) 5 (-3)

  • Skills Perception +5
  • Senses passive Perception 11
  • Languages ---
  • Challenge 2 (450 XP)

Pounce. If the allosaurus moves at least 30 feet straight towards a creature it can leap up to 10 feet towards a single target. That target must succeed on a DC 13 Strength saving throw or be grappled by the allosaurus.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.

Reactions

Tail Sweep. If a creature hits the allosaurus while flanking it, the allosaurus may use its tail to hit the creature. Target must succeed on a DC 12 Strength saving throw or be knocked prone.


War Turtle

Large beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 33 (2d12+20)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 18 (+4) 2 (-4) 10 (+0) 2 (-4)

  • Senses passive Perception 10
  • Languages ---
  • Challenge 2 (450 XP)

Hold Breath. The turtle can hold its breath for 20 minutes.

Retreat. When dismounted, the turtle can pull its head and legs into its shell, giving the turtle an AC of 20.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage. The target must succeed on a DC 12 Strength saving throw or be grappled.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage.

Reactions

Shell Protection When a creature makes an attack roll on the rider, the turtle can provide them with a +2 bonus to rider's AC.

 

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