Expanded Mount Options

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1 Expanded Mount Options A dwarf cavalry regiment riding upon the backs of raging grizzly bears. The frost giant astride a massive mammoth. The drow assassin stalking the Underdark on his stealthy lizard. The kobold on his loyal weasel companion. All are famous aspects of mounted combat, and yet none works out that well based on the current rules for D&D 4E. Here we ve attempted to expand the options available to characters and enemies by including new mounts and new optional rules for mount advancement. New Mounts The following creatures are new creature options that players may purchase and use as mounts. All are appropriate for Small or Medium riders, except the Mammoth (which is appropriate for Medium or Large riders). Prices and carrying capacities are listed below. Elite Mounts: Since an elite monster counts as two creatures of its level, you should include two additional creatures of the mount's level in each encounter, instead of the one additional creature for non-elite mounts. Also, an elite mount costs twice as much as a non-elite mount of the same level. Battle Shark Level 3 Skirmisher Large natural beast (aquatic, mount) XP 150 Initiative +5 Senses Perception +8, tremorsense 10 HP 49; Bloodied 24 AC 17; Fortitude 16, Reflex 15, Will 15 Speed swim 8 M Savage Bite (standard; at-will) +8 vs. AC; 1d8 + 3 damage, and ongoing 2 damage (save ends). Blood Sense A battle shark gains a +4 bonus on Perception checks made against bloodied creatures. Brutal Rush Mount The battle shark grants its rider a +5 bonus to damage rolls on charge attacks. Str 20 (+6) Dex 14 (+3) Wis 14 (+3) Con 17 (+4) Int 2 ( 2) Cha 10 (+1) Bloodfin Shark Level 7 Skirmisher Huge natural magical beast (aquatic, mount) XP 300 Initiative +8 Senses Perception +11, tremorsense 10 HP 83; Bloodied 41 AC 21; Fortitude 21, Reflex 19, Will 19 Speed swim 8 M Savage Bite (standard; at-will) +12 vs. AC; 2d6 + 5 damage, and ongoing 5 damage (save ends). Devour Blood (standard; recharges when a target saves against savage bite) The bloodfin shark gains 5 temporary hit points. Blood Sense A bloodfin shark gains a +4 bonus on Perception checks made against bloodied creatures. Blood Frenzy Mount A rider of at least 7th level gains a +2 bonus on damage rolls against bloodied targets while mounted. Str 21 (+8) Dex 16 (+6) Wis 16 (+6) Con 19 (+7) Int 4 (+0) Cha 12 (+4) Clockwork Steed Level 5 Brute Large natural animate (construct, mount) XP 200 Initiative +4 Senses Perception +9 HP 78; Bloodied 39 AC 17; Fortitude 18, Reflex 17, Will 17 Immune disease, poison M Kick (standard; at-will) +8 vs. AC; 1d8 + 5 damage. Steel Harness Mount A clockwork steed s rider gains a +5 bonus on saving throws to avoid being forced to dismount. A rider of at least 5th level also gains a +2 bonus to AC while mounted. Str 18 (+6) Dex 15 (+4) Wis 15 (+4) Con 15 (+4) Int 5 ( 1) Cha 10 (+2) Deathclaw Behemoth Level 6 Skirmisher Large natural beast (mount) XP 250 Initiative +9 Senses Perception +10 HP 70; Bloodied 35 AC 20; Fortitude 18, Reflex 19, Will 18 Speed vs. AC; 1d damage. m Spring Attack (standard; at-will) The deathclaw behemoth moves up to 10 squares and makes one melee basic attack at any point during that movement. The deathclaw behemoth provoke opportunity attacks when moving away from the target of the attack. Agile Movement Mount A deathclaw behemoth s rider gains a +2 bonus to Reflex defense. Str 16 (+6) Dex 19 (+7) Wis 15 (+5) Con 14 (+5) Int 2 (-1) Cha 6 (+1)

2 Dire Bat Level 4 Skirmisher Large natural beast (mount) XP 175 Initiative +6 Senses Perception +8, darkvision HP 52; Bloodied 26 AC 18; Fortitude 16, Reflex 18,Will 15 Speed 2 (clumsy); fly 8 M Blood Drain (standard; at-will) +9 vs. AC; 1d6 + 4 damage, and ongoing 5 damage (save ends). A dire bat deals an extra 2 damage against bloodied targets. Blood Frenzy Mount A rider of at least 4th level gains a +2 bonus on attack rolls against bloodied targets while mounted. Str 15 (+4) Dex 21 (+7) Wis 12 (+3) Con 12 (+3) Int 2 ( 2) Cha 8 (+1) Dreadfang Behemoth Level 10 Elite Brute Huge natural beast (mount) XP 1,000 Initiative +6 Senses Perception +12 HP 264; Bloodied 132 AC 24; Fortitude 27, Reflex 19, Will 23 Saving Throws +2 Action Points 1 Reach 2; +13 vs. AC; 3d6 + 5 damage. m Jaws of Dread (standard; at-will) The dreadfang behemoth makes two bite attacks. If both bite attacks hit the same target, the dreadfang behemoth makes a secondary attack against the target. Secondary Attack: +11 vs. AC; the target is grabbed (until escape). m Crushing Fangs (standard; at-will) The dreadfang behemoth deals 6d6 + 5 damage to a grabbed creature (no attack roll required). Terror Incarnate Mount If he is at least 10th level, a dreadfang behemoth s rider may make a melee basic attack as a free action once per round at the beginning of his turn against a target grabbed by the dreadfang behemoth s jaws of dread. A rider gains a +4 bonus to Intimidate checks while mounted. Str 25 (+12) Dex 12 (+6) Wis 15 (+7) Con 22 (+11) Int 2 (+1) Cha 10 (+5) Giant Crab Level 8 Soldier Large natural beast (mount) XP 350 Initiative +9 Senses Perception +5; low-light vision HP 92; Bloodied 46 AC 26; Fortitude 25, Reflex 23, Will 21 ; swim vs. AC; 1d10+4 damage. m Clamp (standard; at-will) The giant crab makes two claw attacks against the same target. If both hit, it makes a secondary attack. Secondary attack: +13 vs. Reflex; the target takes an extra 1d10 damage and takes 10 ongoing damage (save ends) and is grabbed (until escape). The giant crab cannot make claw attacks while it has a target grabbed. Shielding Carapace Mount A giant crab s rider gains a +2 bonus to AC while mounted. Str 19 (+8) Dex 17 (+7) Wis 12 (+5) Con 20 (+9) Int 2 (+0) Cha 9 (+3) Giant Firefly Level 1 Skirmisher Large natural beast (mount) XP 100 Initiative +5 Senses Perception +8, low-light vision HP 29; Bloodied 14 AC 15; Fortitude 13, Reflex 14, Will 13 Speed 2 (clumsy), fly 6 +6 vs. AC; 1d6 + 3 damage. Bioluminescence A giant firefly sheds dim light within 6 squares of its body. It can end or resume this effect as a free action. Search Party Mount The rider gains a +4 bonus on Perception checks while mounted. Str 12 (+1) Dex 14 (+2) Wis 13 (+1) Con 13 (+1) Int 1 ( 5) Cha 12 (+1)

3 Giant Owl Level 6 Lurker Large natural beast (mount) XP 250 Initiative +13 Senses Perception +13; darkvision HP 57; Bloodied 28 AC 20; Fortitude 20, Reflex 24, Will 21 Speed 2; fly 10, overland flight 16; see also fly-by attack +11 vs. AC; 2d8 + 3 damage. m Fly-By attack (standard, usable only while flying; at-will) The giant owl flies up to 10 squares and makes one melee basic attack at any point during that movement. The giant owl does not provoke opportunity attacks when moving away from the target of the fly-by attack. ight-flier Mount A giant owl s rider gains +2 bonus to all defenses in lowlight or dark conditions. In addition, whenever a rider makes a mounted charge the giant owl can make one claw attack at any point during that charge. Silent Flight (move; encounter) The giant owl moves up to its speed and gains combat advantage and deals an extra 1d8 damage against the first target it attacks this turn. Skills Stealth +11 Str 12 (+4) Dex 22 (+9) Wis 17 (+6) Con 15 (+5) Int 5 (+0) Cha 13 (+4) Grizzly Bear Level 6 Brute Large natural beast (mount) XP 250 Initiative +5 Senses Perception +6; low-light vision HP 86; Bloodied 43 AC 18; Fortitude 22, Reflex 20, Will vs. AC; 2d8 + 4 damage. m Maul (standard; at-will) The grizzly bear makes two claw attacks against the target. If both claw attacks are successful, the grizzly bear makes a secondary attack against the target. Secondary attack: +7 vs. AC; the target is grabbed (until escape). m Bear Hug (standard; at-will) The grizzly bear deals 3d8 + 4 damage to the grabbed creature (no attack roll required). Bear Cavalry Mount A grizzly bear grants its rider +2 damage on melee attacks against bloodied targets and a +2 bonus on Intimidate checks. Str 19 (+7) Dex 14 (+5) Wis 16 (+6) Con 16 (+6) Int 2 (-1) Cha 12 (+4) Icerime Mammoth Level 16 Brute Huge elemental beast (mount) XP 1400 Initiative +9 Senses Perception +9 HP 194; Bloodied 97 AC 28; Fortitude 37, Reflex 29, Will 29 Resist 15 cold 15; Vulnerable 15 fire M Tusk Slam (standard; at-will) +19 vs. AC; 3d6 + 7 damage and the target is pushed 2 squares. m Thunderous Trample (standard; at-will) The icerime mammoth can move up to its speed and enter enemies spaces. This movement provokes opportunity attacks and the mammoth must end its movement in an unoccupied space. When it enters an enemy s space, the mammoth makes a trample attack; +15 vs. Reflex; 2d8 + 7 damage, and the target is knocked prone. Miss: Half damage, and the target is not knocked prone. Grasping Trunk (immediate reaction, when an enemy moves adjacent to the mammoth; at-will) +17 vs. Reflex; 1d damage and the target is grabbed (until escape). Living Juggernaut Mount Each round, at the beginning of his turn, a mammoth s rider may make a melee basic attack as a free action against a target grabbed by the mammoth s grasping trunk. In addition, whenever a rider makes a mounted charge, the mammoth makes an attack against the target as a free action; +17 vs. Reflex; 2d8 + 7 damage and the target is knocked prone. These benefits only apply if the rider is at least 16 th level. An icerime mammoth s massive build increases its carrying capacity to 50% more than normal (rather than the standard 25% increase for quadrupeds). Str 28 (+17) Dex 13 (+9) Wis 13(+9) Con 24 (+14) Int 2 (+4) Cha 12 (+7) Infernal Charger Level 10 Soldier Large elemental magical beast (fire, mount) XP 500 Initiative +11 Senses Perception +7; low-light vision HP 108; Bloodied 54 AC 26; Fortitude 27, Reflex 26, Will 26 Resist 10 fire, 5 necrotic M Fiery Kick (standard; at-will) Fire +17 vs. AC; 1d damage and 1d10 fire damage m Blazing Charge (standard; at-will) Fire The infernal charger makes a charge attack and deals 2d6fire damage to each creature it passes during the charge. Holocaust Charge Fire, Mount On charge attacks, an infernal charger s rider deals an extra 1d10 fire damage and gains resist 5 fire until the end of the rider s next turn. Alignment Chaotic Evil Languages Skills Endurance +15, Intimidate +11 Str 21 (+10) Dex 19 (+9) Wis 14 (+7) Con 20 (+10) Int 3 (+1) Cha 18 (+9)

4 Riding Hippopotamus Level 8 Brute Large natural beast (mount) XP 350 Initiative +6 Senses Perception +5 HP 110; Bloodied 55 AC 20; Fortitude 26, Reflex 22, Will 21 Speed 6; swim 8; see also burst of speed +11 vs. AC; 2d8 + 5 damage. Burst of Speed (minor; encounter) The riding hippopotamus gains a +2 bonus to all of it speeds until the end of its turn. Harnessed Bulk Mount While ridden by a rider of at least 8 th level, the riding hippopotamus s burst of speed ability recharges on a recharge roll of 5 or 6 rather than only being available once per encounter. In addition, the rider and mount subtract 1 from the number of squares they are moved due to forced movement. Str 23 (+10) Dex 14 (+6) Wis 13 (+5) Con 20 (+9) Int 2 (+0) Cha 10 (+4) Riding Weasel Level 4 Skirmisher Large natural beast (mount) XP 175 Initiative +8 Senses Perception +4; low-light vision HP 52; Bloodied 26 AC 18; Fortitude 17, Reflex 20, Will vs. AC; 1d damage. m Latch On When a riding weasel hits an opponent with a bite attack, it can choose to make a secondary attack. Secondary attack: +7 vs. Reflex; the target is grabbed (until escape) and takes ongoing 5 damage until it escapes. An attached weasel doesn t make attack rolls while grabbing a target and gains a +5 bonus to its AC and Reflex defense. Tunnel-Riding Mount A riding weasel and its rider take no penalties while squeezing, and the rider gains a +1 bonus to AC and Reflex defense while mounted on the riding weasel. Str 11 (+2) Dex 19 (+6) Wis 15 (+4) Con 12 (+3) Int 2 (-2) Cha 12 (+3) Riding Lizard Level 4 Skirmisher Large natural beast (mount, reptile) XP 175 Initiative +8 Senses Perception +3; darkvision HP 55; Bloodied 27 AC 18; Fortitude 18, Reflex 20, Will 18 ; climb 8 spider climb +9 vs. AC; 1d damage and 5 poison damage. A riding lizard deals an extra 1d8 damage against enemies against which it has combat advantage. m Chameleon (minor; recharge 6) Illusion The riding lizard gains concealment until the end of its next turn. It also gains combat advantage against the first creature it attacks each round. Lizardskin Protection Illusion, Mount When a riding lizard s rider would be knocked prone, he gains a +5 bonus on the saving throw to avoid being forced to dismount. A rider also gains concealment when the riding lizard uses its chameleon ability if he is at least 4 th level. Str 13 (+3) Dex 18 (+6) Wis 13 (+3) Con 15 (+4) Int 2 (-2) Cha 15 (+4) Saddlespike Battlebriar Level 17 Soldier Large natural animate (mount, plant) XP 1,600 Initiative +12 Senses Perception +16 Flensing Thorns aura 2; any enemy that enters or begins its turn in the aura takes 5 points of damage. HP 166; Bloodied 83 AC 33; Fortitude 30, Reflex 26, Will 27 Claw (standard; at-will) Reach 2; +24 vs. AC; 2d8 + 7 damage, and the target is marked until the end of the saddlespike battlebriar s next turn. Death Throes (when reduced to 0 hit points) Close burst 3; +22 vs. Reflex; enemies in the area take 5 points of damage. Entwining Briars (minor; encounter) Mount A saddlespike battlebriar s rider is covered in thorny, protective vines. Until the end of the rider s next turn, all melee attacks made against him deal 5 points of damage to the attacker. Str 24 (+15) Dex 14 (+10) Wis 16 (+11) Con 22 (+14) Int 3 (+4) Cha 13 (+9)

5 Spikeshield Behemoth Level 10 Soldier Huge natural beast (mount) XP 500 Initiative +7 Senses Perception +11 HP 111; Bloodied 55 AC 26; Fortitude 24, Reflex 18, Will 19 Speed 6 M Gore (standard; at-will) +17 vs. AC; 2d6 + 5 damage. m Powerful Charge (standard; at-will) The spikeshield behemoth makes a charge attack: +18 vs. AC; 1d8 + 5 damage, and the target is knocked prone. Shielding Frill Mount A spikeshield behemoth s rider gains a +2 bonus to AC while mounted. Str 21 (+10) Dex 10 (+7) Wis 12 (+6) Con 23 (+11) Int 2 (+2) Cha 7 (+3) Terrorfin Behemoth Level 7 Elite Skirmisher Huge natural beast (mount) XP 600 Initiative +9 Senses Perception +9, low-light vision HP 160; Bloodied 80 AC 23; Fortitude 22; Reflex 23; Will 18 Saving Throws +2 Speed swim 8 Action Points 1 Reach 2; +12 vs. AC; 2d6 + 5 damage. m Darting Bite (standard; at-will) The terrorfin behemoth swims up to 8 squares and makes one melee basic attack at any point during that movement. The terrorfin behemoth doesn t provoke opportunity attacks when moving away from the target of the attack. m Snapping Jaws (standard; at-will) The terrorfin behemoth makes a bite attack, shifts 3 squares, and makes another bite attack. Rise from the Deep Mount A rider of at least 7th level has combat advantage against any target the terrorfin behemoth has combat advantage against, and vice versa. The rider deals an extra 2 damage against any target he has combat advantage against. Str 18 (+7) Dex 21 (+8) Wis 13 (+4) Con 16 (+6) Int 2 (-1) Cha 9 (+2) War Bat Level 8 Lurker Large natural beast (mount) XP 350 Initiative +13 Senses Perception +16; darkvision HP 69; Bloodied 34 AC 22; Fortitude 22, Reflex 25, Will 24 Speed 2 (clumsy); fly 10; see also fly-by attack +13 vs. AC; 2d6 + 5 damage. In dim light or darkness, a war bat gains a +2 bonus to attack rolls and deals an extra 1d6 damage. m Fly-By Attack (standard; at-will) The war bat flies up to 10 squares and makes one melee basic attack at any point during that movement. The bat doesn t provoke opportunity attacks when moving away from the target of the attack. Echolocation Mount A war bat s rider, if he is at least 8 th level, does not grant combat advantage to invisible foes and gains a +2 bonus on attack rolls against flying creatures. Skills Stealth +14 Str 13 (+5) Dex 21 (+9) Wis 18 (+8) Con 15 (+6) Int 2 (+0) Cha 9 (+3) War Ram Level 4 Soldier Large natural beast (mount) XP 175 Initiative +6 Senses Perception +6; low-light vision HP 54; Bloodied 27 AC 20; Fortitude 20, Reflex 18, Will 18 ; earthwalk M Headbutt (standard; at-will) +11 vs. AC; 1d damage and push the target 1 square. m Dire Gore (standard; at-will) +11 vs. AC; 1d damage and the target is weakened until the end of the war ram s next turn. Sure-Footed Mount When ridden by a friendly rider of at least 4 th level, a war ram ignores difficult terrain while charging. The war ram also grants its rider a +1 bonus to AC and Reflex defenses. Str 18 (+6) Dex 15 (+4) Wis 14 (+4) Con 14 (+4) Int 2 (-2) Cha 9 (+1)

6 Mount and Equipment Prices The following charts list prices for new mounts and equipment useful for characters with such steeds. The exotic saddle is appropriate for mounts that climb or burrow (like the riding lizard), while the flying saddle is required for flying mounts. Mounts Price Speed 1 Per Hour 1 Per Day 1 Normal (lb.) Heavy (lb.) Push/Drag (lb.) Battle Shark 680 gp 8 4 miles 40 miles Bloodfin Shark 2,600 gp 8 4 miles 40 miles Clockwork Steed* 1,000 gp 8 4 miles 40 miles Deathclaw Behemoth 1,800 gp 10 5 miles 50 miles Dire Bat 840 gp 8 4 miles 40 miles Dreadfang Behemoth E 10,000 gp 8 4 miles 40 miles Giant Crab* 3,400 gp 8 4 miles 40 miles Giant Firefly* 360 gp 6 3 miles 30 miles Giant Owl 1,800 gp 10 5 miles 50 miles Grizzly Bear* 1,800 gp 8 4 miles 40 miles Icerime Mammoth** 45,000 gp 8 4 miles 40 miles lbs. Infernal Charger* 5,000 gp 8 4 miles 40 miles lbs. Riding Hippopotamus* 3,400 gp 8 4 miles 40 miles lbs. Riding Lizard* 840 gp 8 4 miles 40 miles lbs. Riding Weasel* 840 gp 8 4 miles 40 miles lbs. Saddlespike Battlebriar 65,000 gp 8 4 miles 40 miles lbs. Spikeshield Behemoth* 5,000 gp 6 3 miles 30 miles lbs. Terrorfin Behemoth E 5,200 gp 8 4 miles 40 miles lbs. War Bat 3,400 gp 10 5 miles 50 miles lbs. War Ram* 840 gp 8 4 miles 40 miles lbs. 1 A flying mount ignores distance multipliers for difficult terrain. Distances for an aquatic mount assume it is traveling in water. * Quadrupeds have +25% carrying capacity. ** The icerime mammoth has +50% carrying capacity, rather than +25% normal for quadrupeds. E Elite mount. Item Price Weight Exotic Saddle 35 gp 10 lbs. Flying Saddle 50 gp 15 lbs.

7 Mount Advancement The 4E rules, as of now, do not provide guidelines for advancing mounts other than the general rules in the DMG for advancing monsters. However, these rules are generally not meant for increasing a creature's level by more than 5; after this, the designers suggest finding a new creature. Many riders, though, may not want to find a new mount of an appropriate level, and with the lack of mounts in the Monster Manual and Adventurer s Vault at the mid- to high-paragon or Epic levels there are very few choices. amount is not agreeable, instead consider using the High Normal Damage category for the level equal to the mounts level - 3 or the Low Normal Damage category for the level equal to the mount's level + 3. The following are a possible solution to the problem of effective mounts at higher levels. With this method, mounts are "upgraded" as normal, but they also increase ability scores, damage dice, and such, which is normally not an option for advancing a monster via the DMG method. Furthermore, this method attempts mostly to keep mounts alive and part of a mounted character's repertoire rather than being a powerful character in and of itself. The optional advancement method is as follows. Each time it gains a level, improve a mount as per the rules for advancing monsters (see DMG 174) increase its level, hit points, attacks, defenses, skills, initiative, and ability modifiers as normal. Do not increase its damage (see below). Every evennumbered level, increase the mount s 3 highest ability scores by one, and at every level divisible by 4 increase the creature s other three abilities scores by 1 as well. However, Intelligence scores should never increase beyond 2 for natural beasts and other animals of animal intelligence. At levels 4, 7, and 10, and every three levels thereafter, consult the table Damage By Level (DMG 185) to determine the damage a mount does with its attacks. Work with your DM to find values that approximately correspond to those for its attacks at its original level. For instance, a War Ram deals 1d damage at level 4, which is Medium Normal damage for a creature of 4th level. At 7th level, the value for Medium Normal damage is 2d6 + 5 damage, which will suffice given DM consent. If the normal

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