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These 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 Certain creatures and monsters are willing to become mounts , they will become the earth golem's new master. As long for your character. Each creature has its own reason for being as the rider controls the amulet and is alive, the golem will a mount and you will have to do more than just visit your local serve the rider flawlessly. vendor and buy one of these exotic creatures. 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 Exotic Mounts featured here are not the average of their kind, created with a indentation in their back so that a rider of but special creatures that are not as independent as their medium size may fit comfortably on them. counterparts. When using these creatures as your mounts, Earth Golems are the most resilient of all the creature they do not act independently, but rather rely on the mounts, but have very limited attacks and offensive abilities. character's commands. They can head slam one creature within 5ft.   Exotic Mounts require the potential rider to enter into some Shunned by other ogres and all giants, these ogres have sort of arrangement with them. Some may need to be bonded adapted to survive by serving as a mount for creatures they to the rider, others may bargain for food and shelter and some can enter into an agreement with. While incredibly stupid as may require weekly payment in gold for their services. Below all ogres are, the ogre mount will not be tricked into working are the basic rules for entering into an agreement with each for less than what he deems as a fair trade. This is usually an type of Exotic Mount. 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 Agreement and/or Frequency of age what a fair amount is and will not work for anything else Creature Type Payment Payment ever. Earth Golem Bonding Amulet None required Riding ogres have special riding seats or harnesses that allow a creature to ride on it's shoulders. Only characters of Food and Shelter Daily small or smaller may ride an ogre due to the construction and Gold or other set up of the harness. It is usually of simple leather and rope Riding Ogre Weekly Valuables construction, with straps going underneath its armpits and along the shoulders of the ogre, to keep the small seat Treated with Respect Regular Basis fastened to the straps in place. A character sits in the seat and Charger 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. Per the agreement made with each exotic mount, it will have Riding ogres never learned to swing a club effectively or the ability to attack the rider's foes in battle. As an bonus how to throw a javelin. They can, however, slam into creatures action, the rider can use simple one or two word verbal with their fists for almost as much damage as a greatclub commands such as "attack" or "charge" to have the creature would. Riding ogres also carry large pouches on their belts use one of its attacks or abilities. filled with rocks that the ogre can throw at an assigned target. The exotic mount works off of the rider's initiative. For each Ogres will stop obeying all commands given by the rider if it different type of action the rider wants the exotic mount to takes damage of more than 50% of its total hit points and will take, a different command must be given. If no commands are fly into a rage. The rider will have no control over who the given to the exotic mount on that turn, it will follow ogre attacks and cannot control its movement. The ogre commands as a standard mount. 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. There are many reasons that the rider and mount may decide If the rider breaks the contract by not following the agreed to terminate their agreement. Sometimes it may end upon terms, the rider must make a DC 15 Persuasion peacefully and each party goes it separate way, other times it (Charisma) check. If the rider succeeds, he will calm the ogre can end in conflict and bloodshed. and convince him to maintain the contract with the promise If a rider does not honor his end of the agreement based on that it will receive two times the normal payment the following the terms set, they may have to convince the exotic mount to week. Failure will result in the ogre mount attacking the rider remain in service and/or not attack them. A rider will have to the first time it dismounts after failure of payment. For each make a Persuasion (Charisma) check each time they break week the rider tries to withhold payment, it is +5 to the DC. 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) 

Exotic Mounts, V1 - By Dump Stat Adventures | Find more content at DumpStatAdventures.com  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 Large Giant, chaotic neutral 16 Animal Handling (Wisdom) check to convince the owlbear mount to serve them. If the character attempts this check Armor Class 11 (hide armor) while presenting food to the creature, they make the check Hit Points 59 (7d10 + 21) with advantage. Speed 40 ft. Owlbear mounts are ridden by sitting on their backs and using their fur/feathers to guide them. These mounts have STR DEX CON INT WIS CHA been trained to move with an uncanny grace as not to throw the rider off, even in battle. Due to this, the owlbear mount 19 (+4) 8 (-1) 16 (+3) 4 (-4) 7 (-2) 7 (-2) loses its ability to multiattack, as its first priority is not losing their rider. They have, however, been trained to let loose with Senses 60 Ft., passive Perception 8 an ear piercing screech upon command. This screech has the Languages Common, Giant potential to frighten all creatures within 30 ft. that have not Challenge 3 (700 XP) heard it before. While they cannot speak, the owlbear mount will understand most one word commands spoken in Ogre Rage. If the ogre's hit points are reduced to half common. of its Hit Point Maximum or less during battle, it will As long as an owlbear mount is fed daily and not mistreated, fly into a rage as a reaction and immediately attack it will willingly serve the character until its death. If the the creature that hit it last. While raging, the ogre has character attempts to abandon the owlbear mount, it will advantage on Strength checks and Strength saving follow them for 2-7 days (1d6+1) after which it will wander throws, can make two slam attacks per round and has its movement speed doubled. The ogre's rage back into the forest. 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 Leftover from their time as indentured servants in Karrnath will remain on the ogre during the rage. If not, the and Thrane, these specialized warforged were left to wander rider must make a DC 15 Strength saving throw at the lands of in search of someone to serve. Not the beginning of each round the rage lasts. intelligent enough as other warforged to utilize their own free will, they have never understood why the others of their kind Actions sought to become independent from their masters. Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one The warforged charger appears like a normal warforged, target. Hit: 13 (2d8+4) bludgeoning damage. 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 Rocks. Ranged Weapon Attack: +6 to hit, range be used on the battlefield. Their feet and hands are similar to 30/120 ft., one target. Hit: 11 (2d6+4) bludgeoning that of an ape or gorilla, and it has two metal spikes damage. 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.

Exotic Mounts, V1 - By Dump Stat Adventures | Find more content at DumpStatAdventures.com   Large construct, unaligned Large Construct, unaligned

Armor Class 15 (natural armor) Armor Class 17 (natural armor) Hit Points 94 (11d10 + 33) Hit Points 126 (12d10 + 60) Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 20 (+5) 9 (-1) 16 (+3) 3 (-4) 6 (-2) 1 (-5) 20 (+5) 10 (+0) 20 (+5) 4 (-4) 7 (-2) 3 (-4)

Damage Immunities Acid, Poison, Psychic; Damage Immunities Poison; Bludgeoning, Piercing, Bludgeoning, Piercing, and Slashing From and Slashing From Nonmagical Attacks That Aren't Nonmagical Attacks That Aren't Adamantine Adamantine Condition Immunities Charmed, Exhaustion, Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Frightened, Paralyzed, Poisoned Senses Darkvision 60 Ft., passive Perception 8 Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Languages Understands the language of its creator Perception 8 but cannot speak Languages Understands Commands Given In Any Challenge 4 (1,100 XP) Language But Can't Speak Challenge 5 (1,800 XP) Earth Absorption. Whenever the golem is subjected to damage from earth spells like earth tremor, it is Adamantine Plating. The charger is unaffected by all unaffected by any of the spells effects and takes no Bludgeoning, Piercing, and Slashing from damage. Nonmagical Attacks, and is not subject to critical hits. Immutable Form. The golem is immune to any spell or effect that would alter its form. Immutable Form. The charger 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. Steady Rider. The rider cannot be dislodged from the charger. Magic Weapons. The golem's attacks are magical. Actions Actions Trampling Charge. If the charger moves at least 20 Head Slam. Melee Weapon Attack: +8 to hit, reach 5 feet straight towards a creature and then hits it with ft., one target. Hit: 13 (2d8+4) bludgeoning damage. 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.

Exotic Mounts, V1 - By Dump Stat Adventures | Find more content at DumpStatAdventures.com  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.

Exotic Mounts, V1 - By Dump Stat Adventures | Find more content at DumpStatAdventures.com