My Documents
Support GM Binder!
## 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](https://www.deviantart.com/sugarsart/) \columnbreak ### 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.
\pagebreak ___ > ## 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. \columnbreak ___ > ## 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. \pagebreak ___ > ## 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. \columnbreak ___ > ## 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.