Tameable Beast
Mount rules:
A Hero that has captured this creature may roll a DC12 Naturecraft check during a Safe Rest to tame it.
If they succeed, they are now friendly to the Hero and can be ridden as a Mount! Name this creature to mark the occasion.
(Action) Mount this creature. You gain:
- its abilities
- its speed (instead of your own)
- disadvantage when hiding
When you are crit or lose all HP, roll a DC10 STR save or be thrown off your mount.
Optional rule: Roll on the Personality table to determine the creature’s temperament.
Personality Table (1d6):
1- Affectionate. (1/round) Interpose for free.
2- Timid. Ignore disadvantage when hiding.
3- Mischievous. On crit: target is dazed.
4- Bold. Add 1d4 damage to melee attacks.
5- Nervous. When you miss an attack, move 4 spaces for free.
6- Reckless. You cannot be thrown off your mount. When you reach 3 wounds whilst dying, your mount dies.
Can be mounted. See Mount Rules.
You can leap up to half your speed.
- Peck.2d10+2
Melee attacks give you temp HP equal to half the damage dealt (rounded down). On damage: -1 fly speed this encounter.
- Sting.2d10.
(Reach 2).
When you move 5 spaces in a straight line before attacking, gain advantage on the attack.
- Maul.3d10+6.
On damage: prone.
Gain medium armour when in water. When mounted, +4 when defending in water.
- Chomp Chomp.(2x) 1d10+5.
On crit: grappled.
When you are crit, halve the damage and become Petrified for 1 round.
- Trample.2d10+6
(1/round) when damaged by melee slashing or piercing attacks, the attacker is poisoned for 1 round.
- Bite.2d10+8
You can pinpoint movements caused by anything in contact with the ground. Disadvantage when attacking flying creatures.
Grappled creatures burrow with you and cannot be released until you resurface. +1 wound each time a Hero burrows with you.
- Maw.1d4+20.
On hit: grappled.
If your attack Hampers a creature, attack them again for free (ignoring disadvantage from Rushed Attacks).
- •Tail Whip.1d8+20.
(Range 4) On crit: prone.
- •Noxious Breath.
(2/encounter. Reach: Cone 6) DC 14 STR save, 1d8+8 poison damage, half on save. On damage: blinded until the end of their next turn.
Attacks against you miss on a 1 or 2.
Can be mounted by up to 3 Heroes simultaneously.
- •Stomp.
Creatures within 3 spaces of you take 2d10+10 damage and must make a DC12 STR save or be knocked prone. If mounted, they are automatically thrown off.
- •Shell Defense.
Retreat into your shell. Treat attacks against you that roll an odd number as a miss until the end of your next turn.
Creatures that start their turn adjacent to you take 1d10 lightning damage. Ice damage ignores your Armour.
- •Talons.1d4+16.
On crit: grappled.
- •Charged Breath.
Increment your armour to H for 1 round. Next turn, use Lightning Breath.
- •Lightning Breath.
Cone 8: make a DC 15 STR save or take 1d20+30 lightning damage, half on save. On hit: Charged.