Originally posted by RuinsFate:
Mounts
Perhaps you've gone through the CB and seen the Mounts section in the shop? Well, that's not the half of it, my friend! There are many creatures that have Mount powers and thusly are valid mounts for you, but are not listed in the CB, as it currently only sources those listed in the Adventurer's Vault. I will list those first, then provide a second section, organised by source material, of other creatures. (I considered putting them all in alphabetically, but breaking it up makes it a bit easier to read.) Please also note that the CB's listing of these creatures stat blocks is woefully inadequately formatted in places. I will provide the compendium link where I can for the relevant critter, for proper referencing of their capabilties. Also listed is the creatures lvl, and if it has the Soldier role, which is relevant for the Barding items (See under Mount Items). If a creatures stat block has been errataed from what is in the printed books, I endeavour to list the differences, if they relate to it's use as a mount.
A word to DMs: Some mounts are very, VERY powerful in their capabilities, especially when added to everything else a player can do, for example some of those from the Draconomicons. Make sure you know what your players are asking for when they say 'I want THAT one for a mount!'
Flight capabilities: It may seem there there is little difference between a mount that can fly and one that can fly (hover). The reason I prefer flight with hover over those that lack it is because of what happens when you're stunned. A hovering mount will still fly. A non-hovering mount will fall. Quickly. If engaging in high altitude flight, a reasonable duration stun - two turns, or a couple of failed saves - will result in you being removed from combat, and quite possibly in your rather messy terminal-velocity-finding death. Of course, this assumes you're using the updated flight rules also from the May 2010 errata (And you should, they're far superior). If you're using the old rules, hover is even better, as without it, you can't shift, and you have to move at least 2 squares every single turn to stay flying (This was removed in the may errata).
Listed in the CB (MM1 or AV1 as source material)
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Presented in the order listed in the CB.
Blade Spider: (MM, lvl 10) Tremorsense 10 and Spider Climb 6 give this creature some versatility, and it's Mount ability "Combined Attack" grants an encounter power (errataed from at-will in the MM) for a free action attack when you make a melee attack to cause 10 ongoing poison dmg (save ends). "Double Attack" at-will, and it's MBA causes weakened and ongoing 5 poison dmg (save ends both). Useful for the poison themed character, or those regularly exploring the underdark.
Camel: (AV, lvl 1) It's a camel. WYSIWYG. No mount action, but it's a lvl 1 mount, and very easy on the wallet at 75gp.
Celestial Charger: (MM, lvl 10 Soldier) The archetypal Paladin's mount. Speed 8, and it's Zephyr Footing ability allows to ignore difficult terrain and move across any solid or liquid surface. Very useful. It's Mount Action "Celestial Charge" causes it's rider to deal an extra 2d6 radiant dmg on charge attacks. It's listed as an Encounter power in the compendium (at-will in the MM), but worded as a passive effect, so you may want to discuss the usage of this one with your DM. VERY powerful if it is passive, as all the usual comments for charge and radiant support apply here. +5 to saves vs fear is a nice addon. Lawful Good alignment, so be nice to it!
Dire Boar: (MM, lvl 6) Quite the mount for a charger character. Speed 8, for starters. It's "Rabid Charger" trait allows it to make it's Gore attack in addition to your charge attack, which is then boosted by it's "Furious Charge" trait - Gore, when charging, does an extra 5 dmg, pushes 2 squares and knocks prone. Gore itself also deals extra dmg to a prone target.
Dire Shark: (AV, lvl 14) Obviously your mileage (no pun intended) with this mount will vary by how much underwater or seaborne combat you see. Swim speed 11, and it's Huge (yes, 3x3). It's passive trait "Waterborn" gives it an untyped +2 to attack when in water against creatures lacking a swim speed, which it also grants to it's rider with "Deft Swimmer" along with a +2 untyped AC against OAs. Very campaign dependant.
Dire Wolf: (MM, lvl 5) Here doggy! It's unimaginatively named "Combat Advantage" trait gives the Dire Wolf CA against a target that has one or more of the wolf's allies next to it. You count. The Dire Wolf knocks prone when hitting with CA, giving you an at-will prone if you're willing to spend your standard actions on your mount's attacks, but there are other mounts capable of this. It's "Pack Hunter" Mount action is of little use to a melee character who will most likely be flanking anyway, but for a ranged character, or someone using a Reach weapon, this is a better version of Distant Advantage - no limit on attack type and only requires one ally adjacent, not two in flanking. For Beastmaster Archer rangers, your pet counts. If you're hurting a a bit for feats, but want Distant Advantage, 1000gp for a Dire Wolf may prove very useful.
Elephant: (AV, lvl 8) Huge, an MBA with reach 2 and an at-will proning attack (Stamp) make this mount a solid choice for area-denial on the battlefield. "Trampling Charge" allows you to charge through one Medium or smaller opponent and make a Stamp attack against it in addition to the attack you make at the end of the charge.
Giant Ant: (AV, lvl 4) MBA knocks prone, and shift 2 squares instead of one while mounted. Useful for characters that need to easily reposition themselves, or are using Reach weapons.
Giant Lizard, Draft: (AV, lvl 4) Just use the Riding version instead, it's better in every way. That said, this is one of the cheaper mounts, and suited to certain terrain types for theme reasons.
Giant Lizard, Riding: (AV, lvl 6) Speed 9 (swamp walk) and climb 4 are useful movement types, but the real benefit of this mount is "Combined Attack" which allows the lizard to make a Claw attack against a target you make a melee attack against once per encounter. (Errataed from at-will in the AV)
Griffon: (MM, lvl 7) Fly 10, overland flight 15, and that's just the beginning. "Rabid Charger" allows the griffon to make
two claw attacks in addition to your attack when charging, and is at-will, which are made at a +4 bonus instead of a +1 if flying thanks to "Thunder Charge" (Does not apply to your charge attack). If the mount becomes bloodied, it becomes even more powerful, gaining fear immunity, +2 untyped to attacks, -2 to all defences, and an extra move action per turn (!). Whether it is allowed this extra move action while ridden due to shared action rules is up to your DM. A very good choice for a charger character looking for a flying mount.
Hippogriff: (MM, lvl 5) Fly 10, overland flight 15 are good, but mind the speed 4 if grounded. At-will charge to prone while flying and "Flyby Attack" could come in useful, but "Aerial Agility" is probably it's best feature, an untyped +1 to all it's rider's defences while flying. If this is the only feature of this creature you like, the Wyvern at lvl 10 is probably a much better option.
Hippogriff Dreadmount: (MM, lvl 5 Soldier) As with the Hippogriff, mind the ground speed of 4. A good choice for a Defender, especially the Paladin who doesn't need his Immediates as much, with "Wing Slam", an at-will interrupt to knock prone someone who shifts or moves away from you. "Sturdy Mount" reduces all forced movements from attacks by 1, and allows it to immediately make saves against either you or it being knocked prone. Great for stickiness and staying in the battle.
Manticore: (MM lvl 10) It's Elite, and thus has an Action Point. Please see the rules section above regarding this. Fly 8, overland 10, decent. It's mount power is no benefit to you directly, but grants the manticore +2 to attack with it's range and area attacks. "Spike", it's ranged at-will does allow it to shift 3 after the attack, hit or miss, taking you with it, so it could be handy for sudden repositioning. It also has an at-will to perfom one melee and one ranged attack, with a shift of 1 square in between them. Overall, not really that useful to players, but being Chaotic Evil and the different mechanics for monster mounts make it a nice choice for a BBEG.
Nightmare: (MM, lvl 13) Evil! That aside, this mount has several useful features. Speed 10, Teleport 10, +2 AC vs OAs, Darkvision and resist 20 fire. "Hell's Ride" grants you resist 20 fire as well. It's MBA causes ongoing 5 fire (save ends) and "Hooves of Hell" (recharge 5,6) lets you set up a 10 square area of any shape that causes 10 fire auto-damage to any creature entering it. I'm sure you can find a use for it.
Rage Drake: (MM, lvl 5) "Raking Charge" is another vaguearity. Is it a passive benefit, or is it a standard action to charge and make two attacks? Given the wording on the Griffon, I believe to be the latter, which is somewhat less useful. "Raging Mount" is useful for melee, +2 untyped bonus to attack and damage, but you only get it while the drake is bloodied. "Bloodied Rage" increases the power of the mount's attacks while bloodied, but you're more likely to be making your own with the bonuses given, as the drake's attacks are nothing too special.
Rhinoceros: (AV, lvl 7 Soldier) It's mount action allows it tack it's MBA on to your charges, which is nice, but the Dire Boar does it better thanks to additional traits and being speed 8 to the Rhino's speed 6.
Riding Horse: (MM, lvl 1) A horse. As with the camel, no mount action, but lvl 1 and cheap.
Riding Shark: (AV, lvl 8) A lower level version of the Dire Shark which is large instead of huge. Otherwise, all the same comments apply.
Rimefire Griffon: (MM, lvl 20) Someone has expensive taste! Fly 10, Overland 15, and speed 5 (As opposed to the speed 4 of the hippogriffs) are decent. Resist 10 cold, 10 fire, which it also gives you with it's mount power. It's blast attack is decent, but only usable after hitting twice with it's bite attack, which means you're not gonna be able to use it often, unless you make a lot of OAs with the bite, or something similar. Flyby Attack can be useful, but overall, this mount asks a bit more of you than it gives in return. Best only as a source of resistance. Not worth it you have to sink the GP into it.
Sea Horse: (AV, lvl 5) If having to use an underwater mount, this is probably going to be the charger's choice. Swim 10 and a reach 2 MBA are nice, and it has the same "Waterborn" quality as the riding/dire shark, but it's "Aquatic Charge" rider power is better from an offensive standpoint. The same +2 to attack against non-swimmers, and your charge attack deals an extra 1d10 dmg. Still campaign dependant, and some may feel threatened in their manhood at the idea of riding one.
Skeletal Horse: (AV, lvl 11) Speed 10 and being undead, it gets resist 20 necrotic, which it grants to it's rider through "Shadow Symbiosis", and poison immunity, which it doesn't. Very useful, and probably readily available in an undead-heavy campaign.
Trihorn Behemoth: (AV, lvl 12 Soldier) Being huge is probably the only thing going for this mount. Speed 6 leaves a bit to be desired, and it's mount action "Protective Crest" grants a +1
shield bonus to AC and Reflex. There are mounts with better defense bonuses, better movement modes and generally better options. Avoid this one.
Warhorse: (MM, lvl 3) Speed 8, and "Trample" allows it to use a standard action to move through enemies and make a Reflex-targeting prone attack against them. +5 dmg bonus to your charge attacks is decent enough. You can do better for boosting charge capabilities, but it's a good option for it's price. If you do want a warhorse for role-play or theme reasons, consider the Magebred Destrier instead (Listed below, EPG section).
Wyvern: (MM, lvl 10) Of all the mounts in the CB, this one is probably the best option for a ranged character. Fly 8 (hover) lets you happily sit out of range and fire away, although do be wary of the speed 4 if you end up grounded. 2 Reach 2 attacks, one of which is an MBA, the other allowing a secondary attack for ongoing 10 poison, but the best effect is "Aerial Agility +2" granting it's rider an untyped +2 to all defences while flying. Definately a solid option, although if you're of the level where it's an option, give serious consideration to the Behir Stormsteed listed below (MM2 section) instead. Do also consider the Snaketongue Wyvern from the DMG2, which is a better version of the Wyvern.
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Unlisted, sorted by source material
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Monster Manual 2
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Behir Stormsteed: (MM2, lvl 24 Soldier) (Not listed as a mount in the MM, errated to correct this) Oh my. Probably the best mount option for a Storm Sorceror or other Lightning themed character, if not one of the best mounts in the game. Speed 8, Fly 8 (Hover), Huge, Resist 15 Lightning, and an enormously powerful mount action. "Ride The Lightning" grants it's rider an untyped +2 to attack with Lightning powers, and 'The behir stormsteed can use its bite or lightning breath once per turn as a minor action.' Bite is a Reach 2 MBA that does additional Lightning damage, plus 5 auto Lightning damage to all creatures within 3 squares (Not party-friendly, but the Behir will be unaffected, and thanks to the rules on rider and mount spaces, you can make yourself be unaffected as well). Lightning Breath is a 2 target, reflex-targeting recharge 4,5,6 attack that slows on a hit and does not provoke OAs due to it's close burst 3 range (limited range, but effective none-the-less). Minor action attacks are a boon to any character, especially those using a Ring of Free Time. A mount worthy of the Epic Tier.
Nyfellar Mammoth: (MM2, lvl 17) Huge, Resist 10 cold, speed 8 (ice walk) and an at-will prone attack (That does cold damage for you Frostcheese users) are a good start, "Icebound Footing" reduces forced movement by 2 and lets the mammoth save vs being knocked prone (Does not benefit you like the Hippogriff Dreadmount). "Tusk Toss" is interesting, a recharge 4,5,6 reach 2 attack that slides 5 squares and causes falling damage from the slide. "Blizzard Trample"s recharge conditions make it a little infrequent to use, but resisted cold damage is still cold damage, even if it's zero. "Bitterwind Charge" interacts badly with the new version of the mount charge rules, which do not allow a mount to make an attack on a charge you initiate. If taken as allowing to make an attack on a charge in addition to your's, then it's useful, especially when it allows the use of "Tusk Toss" and "Blizzard Trample" - the latter of which technically allows you to charge 8, then move another 8 through enemies, Stamping each one, and as worded, you make a melee basic as a free action after each stamp, which does not have to target the same enemy! A powerful and somewhat abusable effect with a bit of an iffy wording, so you may want to work out with your DM how this should be used.
Rime Hound: (MM2, lvl 17) (Evil alignment) Huge, Elite (AP), Speed 8 (ice walk), Resist 20 cold, and a Reach 2 MBA that does Cold damage, and extra against a prone target. "Ice Spikes", it's mount action, lets you counter-attack when an enemy misses either of you with a melee attack, but does use up your immediate action. Possibly useful to a catch-22 designed defender. "Frost Storm" has controller-esque applications, but the party unfriendly nature of the difficult terrain created (The Rime Hound's ice walk allows it to ignore it) will limit it's usefulness, especially considering a burst 3 from a Huge creature creates a roughly 9x9 block of it. "Takedown" also interacts badly with the updated charging rules. Drag is probably the most useful feature here, minor action shift and drag an adjacent prone enemy 1 square (Requires a prone enemy adjacent). A bit specialised in it's use, but the cold resist, size and Cold keyword on it's attacks might make it of use to a cold themed or Frostcheese using Defender.
Skeletal Steed: (MM2, lvl 3) Another undead mount, and a fairly good one considering it's low level. Speed 8, immune to disease and poison, but lacks the necrotic resistance of most undead. "Death Shriek" is extremely useful - a minor action, recharge 5,6, party friendly will-targetting burst that inflicts a -2 to attack rolls (Save ends). "Mobile Melee Attack" gets a lot more useful with it's rider action "Mount of the Dead" - it's rider can make a melee basic attack as a free action during the move. This is not limited to the same target or timing as the mount's own attack, or you can skip both attacks in order to use a melee attack power. Very handy when you need to reposition during a battle, but still need to get an effect onto an enemy or want to do some damage. Even more so for a Fighter, as it allows you to 'Mark on the Run' as it were.
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Monster Manual 3
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Bone Crown Behemoth: (MM3, lvl 6 Soldier) Marks with it's at-will, prones on OAs, attacks shifting as an interrupt and adds a push to your charges. Interesting, if situational, tactical abilities probably best used by a frontliner and/or defender - especially the Paladin who doesn't use his Immediate actions as much.
Skinwing Behemoth: (MM3, lvl 7) Strafe, Flyby Attack and Grasping Talons all stack, meaning you can do a Flyby MBA and have your mount grab the poor thing you just hit. Good way to get someone else off their mount, or just off the ground for a nice long drop. Don't get caught grounded though, Speed 2 (Clumsy) is a huge penalty.
Spirehorn Behemoth: (MM3, lvl 9 Elite) Action Point! Beastmaster is nice, an untyped AC/Ref bonus, and it's Huge. If your DM is willing to let you use an Elite mount, this beasty completely obsoletes the Trihorn Behemoth. It's Trample attack is also fairly powerful, and probably worth using.
Howler Doom Mastiff: (MM3, lvl 13) Guarding and Piercing Spines provide very nice defensive boosts, and Terrifying Howl grants permanent CA as long as you can stay adjacent to the enemy. A very good choice for a melee combatant looking for survivability and CA - Perhaps your Rogue would like a spiky little doggy of his own?
Lolth's Reaver: (MM3, lvl 25) For being so high level, I'm somewhat underwhelmed by this one. (And that's not just because I'm arachnaphobic). Web Saddle is situationally useful, as is the ability to jump 8 squares without provoking OAs, resulting in a blast that prones (save ends), but somehow, it feels like it needs more to truly qualify as an Epic Tier Mount. There are other mounts with better defensive and movement capabilities, either as passive benefits, at-will or recharge powers as opposed to the Encounter power here. Useful to mess up the frontline, or a bit of control, but you can probably do better than this by this level.
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Eberron Campaign Guide
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Carver: (EPG, lvl 6) Speed 8 and an MBA that causes ongoing 3 damage (Save ends). "Vicious Steed" allows the carver to make an attack when you miss with an OA. Too situational to be really useful, and nothing else about the mount is really worth recommending. Skip this one, unless you're building one of those weird blind auto-miss characters that have been popping up lately.
Clawfoot: (EPG, lvl 3) "Medium Steed" allows a medium character to ride this medium sized critter, intended for small characters. Given that being large or huge is almost always a benefit of a mount, this is of dubious value. "Clawfoot Charge" allows both you and the Clawfoot to make MBAs on a charge. There are better ones for chargers, but it's nice for it's low level.
Dragonhawk: (EPG, lvl 8) Fly 12, Overland 15, an MBA that slides 1 square, and it grants it's rider +2 perception and the ability to roll twice for initiative, using the better result. A decent choice, but be very wary of the speed 3 if grounded.
Fastieth: (EPG, lvl 2) Another "Medium Steed", however this one comes bundled with speed 10, and the ability to shift 4 squares as a move action once per encounter. Good for repositioning, or a caster wanting to stay at maximum range, but of little benefit otherwise.
Glidewing: (EPG, lvl 7) Fly 10, overland 15, with an encounter free action power to gain hover until the end of it's next turn. "Aerial Agility" +1 to all defences for the rider while flying, which is useful. "Diving Smash" again interacts badly with the new charge rules. Reasonable, but a Wyvern is a better deal.
Magebred Destrier: (EPG, lvl 5) A better Warhorse. It's "Trample" can now target any defense (!), the bonus to your charge attack damage increases to +6, and once per encounter, grant it THP equal to your surge value when you spend a surge. A decent compromise between damage boosts and durability.
Valenar Riding Horse: (EPG, lvl 2) A better horse. Encounter power to shift 2 squares as a move action, and a minor action to grant the horse +4 speed until the end of it's next turn. If you're just after a horse, for whatever reason, these will do nicely.
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Draconomicons
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DCD: Draconomicon: Chromatic Dragons
DMD: Draconomicon: Metallic Dragons
Adult Pact Dragon: (DCD, lvl 13) (Evil alignment) Fly 10 (Hover), Overland 14 give this mount excellent mobility, made even better with it's "Astral Jaunt", a recharge 6
minor action teleport 10 that takes you along with it. A reach 2 MBA is useful, and because it IS a dragon, it comes with a breath weapon (Recharge 5,6, Blast 5, reflex-targeting, fire damage and ongoing 5 fire save ends), and Bloodied Breath giving a nice out-of-turn attack. Your character took a Backlash tattoo? Well, then this is for you! "Pledged Rider" could save either you or it from dropping to zero, and "Agressive Charger" is another extra attack on a charge, although note that the extra attack differs from it's normal MBA, and lacks the Reach 2. What it DOES benefit from is the "Skirmish" feature, a 2d6 damage bonus to it's melee attacks if you move more than 4 squares away from where you started - easy to do on a charge or if you use "Astral Jaunt". Resist 10 fire, 10 psychic and darkvision is just icing. A very powerful frontliner, although obviously fire resistance may cause problems.
Cobalt Dragon-bred Drakkensteed: (DMD, lvl 26) Fly 10, Overland 15, Resist 15 cold (Granted to it's rider with "Draconic Resistance"), darkvision and 2 Cold damaging MBAs are a good start, with "Flyby Attack" adding mobility. Unlike the vanilla Drakkensteed, it's "Fearsome Roar" is not party friendly (although it's rider and deafened creatures
are immune), but the range does increase to burst 4. Unlike the Drakkensteed, however, this one comes with a "Breath Weapon" in the form of an encounter power blast 6 (!) Reflex-targetting Cold damage attack. "Gift of the Dragon" allows you to use either this "Breath Weapon" or "Fearsome Roar" as a free action when you spend an AP. Probably best used by a Cold-themed character (Frostcheese) and ignore it's party-unfriendly dazing capabilties.
Drakkensteed: (DMD, lvl 16) One of the more controller-y mounts out there, and a decent one at that. Fly 10, overland 15, with "Flyby Attack" making it very mobile, but the best part is "Fearsome Roar", an encouter power burst-3, party-friendly save-ends daze, which recharges and is used as a free action when you spend an action point while riding it. Excellent control potential for adding to your arsenal, particularly if combined with save penalties, fear effect support or decent AP benefits from a paragon path. The Skull Mask works well, imposing a -2 to save vs fear effects.
Grave-born Drakkensteed: (DMD, lvl 21) Another controller-y mount, which, while slightly slower than the vanilla Drakkensteed at Fly 8, overland 14, and inflicting weakened instead of dazed, comes with a few other benefits. It's encounter power is a blast 4, inflicts weakend (save ends) and does a reasonable amount of necrotic damage, and once again is used as a free action when you spend an AP. The same comments from the Drakkensteed apply here. Being undead, it has poison and disease immunity, darkvision, and resist 15 necrotic, and "Grave Resistance" grants you resist 15 necrotic and poison. It's MBA causes ongoing 10 necrotic (save ends), and it has an at-will ranged attack that makes the target take a -2 penalty to attacks made against it or it's rider.
Liondrake: (DMD, lvl 12) This one falls somewhere between a charger and a controller's mount, with "Fierce Steed" granting both it and you a +4 untyped to all defences while charging, and "Battle Leap", a standard action to shift 4 squares and use it's MBAs, both of which are Reach 2, but where it really shines is "Terrifying Roar" a recharge 5,6 party friendly burst 5 (!) thunder damaging attack that inflicts a save ends daze, which is again, a Fear effect. Has the potential to trivialise encounters with lucky rolls on it's recharge. Fly 10 (clumsy) is decent, but do mind the -4 to it's attacks and defences while flying (Which negates the "Fierce Steed" bonus for it, but not you as the rider).
Vulture Drake: (DMD, lvl 9) Another clumsy flier (Speed 8 this time). "Bite" MBA for ongoing 5 necrotic (save ends) and a standard action to charge from flying and make two "Claw" attacks, proning if both hit. "Death Shriek" is interesting, an encounter blast 5 will-targeting attack for thunder damage, ongoing 5 necrotic and a -2 to attacks and defences (Save ends both). Powerful, but it's immediate reaction nature, and uncontrollable trigger (when first damaged) limit it's usefulness. "Death Scent" does not benefit the rider's attacks. Has resist 10 necrotic, which it gives it's rider, along with a +4 untyped bonus to saves vs fear effects. It's drawbacks (difficult to use, commonness of necrotic resistance) outweigh it's useful features to me. Avoid.
War Shark: (DMD, lvl 14) I shouldn't list this, but it's here for completeness's sake. It's a Dire Shark, renamed, go read it's entry above.
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DMG 2
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Snaketongue Wyvern: (DMG2, lvl 10) For those of you who like the Wyvern, this creature is a decent little upgrade. "Claws", it's proning MBA no longer requires it to be flying, "Slither Away" gives it +2 speed and +2 to all defences while it's bloodied, and "Venom Enhancement" is a party-friendly save and defences penalty to any enemy taking ongoing poison damage. Extra goodies and losing nothing in the process? Sign me up.
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Forgotten Realms Campaign Guide
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Veserab: (FRCG, lvl 5) One of the lower level flying mounts in the game, with Fly 8, and as usual, mind the low ground speed. "Dark Wings" grants it's rider resist 5 poison and immunity to "Noxious Breath", a blast 4 encounter power that causes poison damage and a -2 to defences until the end of the veserab's next turn. What is most useful about the power is the zone it creates - 4x4 area of LoS blocking fumes that deal 5 poison damage to any creature entering or ending it's turn in the zone, which lasts until the
end of the encounter. You and the Veserab are immune, and it can be useful for control or area-denial, but it's very party-unfriendly.
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Dark Sun Campaign Guide and Creature Catalogue
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Compendium links to follow when it is updated with DS content.
Erdlu: (DSCG, lvl 1) The Athasian analogue for a horse, although it's closer to the Eberronian dinosaurs, with Medium Steed. Escape Sprint could come in handy, if the Run action itself wasn't terribad. But still, it's the campaign's relevant lvl 1 probably-always-available creature of burden, and beggars can't be choosers.
Inix Adult: (DSCC, lvl 9) A grab attack and the ability to knock away enemies in a (sadly rather small) blast could be useful, but overall I would say avoid this one. It's mount action is a free action counterattack, but the trigger is horribly situational - most players will avoid being hit with, or even triggering OAs with their ranged/area powers. Pass.
Kank Soldier: (DSCC, lvl 4 Soldier) The ability to grab, grant ongoing damage and a possible immobilise is nice, if nothing spectacular given that it takes two standard actions to do so. Speed 8 and a couple of resistances make for a reasonably mobile and durable low level mount, so you could do worse.
Mekillot: (DSCC, lvl 10 Soldier) Again, nothing too spectacular, as it's only really useful feature is the ability to charge through enemies and prone them, then grant you an MBA at the end of it. 1/encounter only to boot. It is Huge though.
War Crodlu: (DSCC, lvl 5) First off, I have to say I find Crodlu to be immensely fun to say out loud. Crodlu? Crodlu! Crodlu Crodlu Crodlu. Try it. Setting that aside, the War Crodlu is a respectable choice for a low level mount, with a 1/encounter mba tagged onto a charge, but the real gem is Pounce - a standard action to move, then make two attacks, 1 for 2d6+3, the other for 1d8+4, which totals to reasonably high single target damage for an at-will ability.
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Created Mounts:
By this I mean mounts created via rituals, or summoned from/by wondrous items, such as Figurines.
Figurines of Wondrous Power
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As handy as it might seem to have a mount (perhaps a back-up) in your back pocket, remember that these (Unless specified otherwise) consume a daily item use. Also, they do not conform to the normal Mounted Combat Rules:
Wondrous Figurine Rules
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When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn.
A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest. Conjured creatures lack basic attacks and therefore cannot make opportunity attacks.
Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears.
NB:
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'Can not be healed' Apparently even not by surgeless healing.
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'lack basic attacks and therefore cannot make opportunity attacks'
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'The conjured creature acts on the same initiative count as you.' 'While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions.' Commanding a figurine mount with free actions means, for example, you can move twice per turn, then attack (figurine's move, standard downgraded to move, then your standard to attack), or attack twice by using your standard to attack, then it's to use one of it's attacks. This gives figurines a slight edge over a normal mount in tactical capabilities, however this is offset by their once-a-day nature and relative fragility. Most wondrous figurines have defences roughly equal to a 1st or 2nd lvl PC, and HP that would embarass either. That temp HP on summon ability that figurines have is there for a reason.
This does create a little confusion when it comes to using your move action - RAW, as you do not share actions, technically you can't use it to move the mount. You can give a free action command to make it move, but if it's out of actions, you can't use your move on it. The same confusion comes up with charging - you need to move as part of a charge, so if your figurine is out of actions, you can't charge, because you don't share that standard action of yours.
However! Since the Marble Elephant has "Trample", which is to do with the rider charging, we can assume it is intended that you CAN charge on a figurine mount using your standard. This infers that you can also move it during your move, which allows you to make up to 3 move actions in one turn (Your's, and two free actions to use it's move and standard).
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Bronze Griffon: (Dragon 384) Higher level than, and similar to the normal Griffon, lacking it's Overland flight, but still, fly 10 isn't bad. "Aggressive Charger" only grants 1 attack to the Griffon's two, and it's version of "Blood Frenzy" doesn't grant the extra move action, but has an easier trigger of either you or it being bloodied, and grants a better bonus of +2 to speed, fly speed, and attack rolls. Probably the most combat capable of all the wondrous figurines.
Ebony Fly: (AV, pg 181) Fly 10, Overland 15, and as usual, mind the ground speed of 4. Comes with "Aerial Agility" for that +1 to your defenses.
Jade Sea Snake: (Dragon 381) Swim 10, and one of the few swimmers with a ground speed (Albeit only 6). Huge, and can carry up to 6 characters (Which has interesting implications in combat - multiple move actions, burst/blast/area attacks against it will likely affect the entire party, and the ability for an opponent to pick whoever in the party he wants to attack in melee if he's adjacent) More meant as a form of transport, as emphasised by it's movement-based, and utterly useful rider power "Deft Slither" - neither you nor it (and thusly any of the 6 of you on it) do not provoke OAs for moving while swimming.
Marble Elephant: (AV, pg 182) A higher level Elephant, however, it loses the Reach 2 MBA of it's living counterpart.
Obsidian Steed: (AV, pg 182) This one falls somewhere between a Riding Horse and a full-on Warhorse, as it has a +5 to charge damage, but no "Trample".
Opal Carp: (Dragon 381) Ignore the "Small Rider" section, the rules errata invalidates this, as Large is no longer a requirement. Swim 8, grants it's rider underwater breathing and a better version of Goblin Tactics with "Opal Glamer" - concealment against all ranged and area attacks, and if you are missed by
any attack, you get to shift one square a free action. Possibly one of the best mounts to make a quick getaway on.
Pearl Sea Horse: (AV, pg 183) The mount it summons is a higher level version of the Sea Horse, so see it's entry for details. Comes with the ability to breathe underwater for it's rider.
Tourmaline Turtle: (Dragon 384) Technically more a vehicle than a mount. Speed 1, swim 4
, aura 5 of underwater breathing for allies and protection from the environment while mounted on it. It does have a Reach 2 attack, and it is Gargantuan but really,
WHY are you taking this into combat? It's meant for planar travel only, regardless of whatever it's fluff text says about considerable power in battle.
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Other created or item-based mounts
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Adamanine Horse of Xarn: (DMG2) (Artifact) I do not have a copy of DMG2 to hand currently to be able to fully review all it's capabilities, but the mount itself can be summed up neatly as 'A better warhorse', same "Trample" capabilties, and a bigger damage boost to charging, at +10.
Bridle of Conjuration: (AV, pg 169) A useful little item indeed. Summons a Riding Horse (See above), for 12 hours or until it is killed. A handy way to have a back-up mount available, but it does come with the downside of the mount not attacking for any reason. (Not that a Riding Horse's attacks are anything to write home about!) Depending on setting, it may suit your campaign to have it summon a more thematicly appropriate animal, for example the Giant Lizard, Draft.
Figurine of Tantron: (Dragon 368) (Encounter useable, Artifact) This one breaks the Wondrous Figurine rules, but it is an artifact after all. "Stamp" bears the icon of an MBA, so assumedly it can be used as one (and knocks prone too). "Trampling Charge" functions the same as a vanilla Elephant's. Please note that the stat block in the compendium is for Tantron's Pleased level of concordance. The
actual article shows it's actual capabilities - when at satisfied or above, it can stay in it's mount form permanently, has the Warlock's Shadow Walk, and "Multiply Tantron's Overland speed by 5". Given that it does not have an overland speed listed, one must assumedly use it's base speed, resulting in 8x5=40, or 20 miles per hour, making it one of the fastest mounts in the game for long-range travel.
Phantom Steed: (Ritual, PHB pg 310) The mounts this ritual summons are not combat capable, but with a sufficiently high arcana check, are capable of some phenomenal speed, with extra movement forms to boot. Any Ritual Caster with a decent Arcana check should keep this one around in a mounted combat campaign, or just for quick A-to-B travel.
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Mount Quick Reference:
Just looking for a mechanical benefit, or want a quicker way to find what you're after? I've provided several listings here that will aid in selection.
Mounts that grant resistance to a rider
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Cobalt Dragon-bred Drakkensteed (DMD) - 15 Cold
Grave-born Drakkensteed (DMD) - 15 Necrotic, 15 Poison
Nightmare (MM) - 20 Fire
Rimefire Griffon (MM) - 10 Cold, 10 Fire
Skeletal Horse (AV) - 20 Necrotic
Verserab (FRCG) - 5 poison
Vulture Drake (DMD) - 10 Necrotic
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Mounts that increase charging
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Adamantine Horse of Xarn (DMG2) - (Artifact) +10 damage
Adult Pact Dragon (DCD) - Extra attack
Bone Crown Behemoth (MM3) - +1 push
Bronze Griffon: (D384) - (Figurine) Extra attack
Celestial Charger (MM) - +2d6 Radiant damage (special, see entry)
Clawfoot (ECG) - Extra attack
Dire Boar (MM) - Extra attack
Elephant (AV) - Extra attack (special, see entry)
Figurine of Tantron (D368) - (Figurine, Artifact) Extra attack (special, see entry)
Griffon (MM) - 2 extra attacks
Liondrake (DMD) - +4 to defences vs OAs
Magebred Destrier (ECG) - +6 damage
Mekillot (DSCC) - Extra attack
Nyfellar Mammoth (MM2) - Extra attack (special, see entry)
Obsidian Steed (AV) - (Figurine) +5 damage
Pearl Sea Horse (AV) - (Figurine) +1d10 damage
Rage Drake (MM) - Extra attacks (debatable, see entry)
Rhinoceros (AV) - Extra attack
Sea Horse (AV) - +1d10 damage
War Crodlu (DSCC) - Extra attack
Warhorse (MM) - +5 damage
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Mounts with a defence bonus to their rider
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Adult Pact Dragon (DCD) - can redirect damage
Dire Shark (AV) - +2 AC vs OAs
Ebony Fly (AV) - (Figurine) +1 to all while flying
Glidewing (ECG) - +1 to all while flying
Hippogriff (MM) - +1 to all while flying
Howler Doom Mastiff (MM3) - +2 bonus to AC, retributive damage on being missed
Jade Sea Snake (D381) - (Figurine) You do not provoke OAs for moving while swimming
Liondrake (DMD) - +4 vs OAs while charging
Opal Carp (D381) - (Figurine) Concealment against ranged and area attacks
Riding Shark (AV) - +2 AC vs OAs
Snaketongue Wyvern (DMG2) - +2 to all while flying
Spirehorn Behemoth (MM3) - +1 bonus to AC and Reflex
Trihorn Behemoth (AV) - +1 shield bonus to AC and Reflex
War Shark (DMD) - +2 AC vs OAs
Wyvern (MM) - +2 to all while flying
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Almost all possible mounts from printed books have been evaluated. To do: Adventure modules and Dungeon/Dragon articles