Steeds and Animal Companions
1 Med or 2 Small allies may use 1 Action for the Riding condition.
- •Pad, Swim, or Fly.
Move up to 6. Flying cannot lift directly vertical.
- •Peck.
- •Honk.
(Reach 6, AoE) DC13 WIL Save or Frightened for 1 Round. DC lowers (-3) after use.
Reaction, use Bark with enemy disadvantage. Mastiff then bucks, and all riders fall Prone. It runs away from battle. Dying Steeds cannot carry riders.
When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.
Versatile and disarming, Giant Geese are scarcely chosen as steeds, but their presence commands attention and fear. Some archers enjoy the advantage of flight against their enemies.
Up to 2 allies (1 Med & 1 Small) may use 1 Action each to assume the Riding condition.
1/Round, 1 Free Adv attack by steed OR rider after 4+ line movement over enemy (med or smaller).
Susceptible to Forced Movement like a Med creature. Adv to running jumps (1d4 distance - halved for height).
- •Gallop.
Move up to 12.
- •Hooves.
On crit, Prone.
Reaction, use Charge without movement requirement. The steed then bucks and all riders fall Prone. It gallops away from battle. Dying Steeds cannot carry riders.
When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.
Descended from ancient pegasi and common horses, Feathered Horses naturally long for the air, often dangerously enjoying hazardous jumps.
Up to 2 Med, or 4 Small allies may use 1 Action each to assume the Riding condition.
1/Round, 1 Free Adv attack by steed OR rider after 4+ line movement over enemy (med or smaller).
- •Gallop.
Move up to 10.
- •Gore.
On crit, Prone.
Reaction, free Movement and Gore with Advantage. The steed then bucks and all riders fall Prone. It gallops away from battle. Dying Steeds cannot carry riders.
When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.
Heartier than common cows or bulls, Aurochs are the favored war-mounts of Orcish tribes. These beasts are not easily tamed.
Up to 2 Med, or 4 Small allies may use 1 Action each to assume the Riding condition.
1/Round, 1 Free Adv attack by steed OR rider after 4+ line movement over enemy (med or smaller).
- •Gallop.
Move up to 12.
- •Hooves.
On crit, Prone.
Reaction, use Charge without movement requirement. The steed then bucks and all riders fall Prone. It gallops away from battle. Dying Steeds cannot carry riders.
When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.
Heartier than their common cousins, Warhorses are generally useful for wearing armor, pulling heavy equipment, or carrying heavier passengers.
1/Round, leap 2-4 toward enemy. DC15 STR/DEX Save or Dazed & Prone.
- •Ravage (x2).
On Crit: Armor reduces 1 step or unarmored falls Prone.
- •Midnight Growl.
(Reach 6, AoE) DC15 WIL Save or Frightened for one round. DC 14 after 1st use.
- •Shimmer.
(While Moonlit, Reach 6, AoE) Stalk prey (halve movement). Creatures in view are Dazed for 1d6 Rounds.
Reaction, Move 2, Use Pounce while all riders fall Prone. Dying Steeds cannot carry riders.
Allied Riding: 1 Med ally may use 1 Action to assume the Riding condition.
When Critted... Rider performs STR/DEX Save (10+Crit Die) or falls off Prone.
This midnight-black tiger features feint white striations. If observing closely, these stripes shimmer under moonlight, almost distracting one from impending death.
1 Med or 2 Small allies may use 1 Action for the Riding condition.
Movement ignores Rough or Steep Terrain. Any foothold will do.
- •Trot.
Move up to 8.
- •Ram.
Reaction, free Movement and Ram with advantage. The steed then bucks and all riders fall Prone. It runs away from battle. Dying Steeds cannot carry riders.
These steeds are chosen for their expert climbing by both adventurers and rescuers. Giant Goats are not to be trusted with possessions unmonitored.
Up to 2 Med or 3 Small allies may use 1 Action each to assume the Riding condition.
1/Round, 1 Free Adv attack by steed OR rider after 4+ line movement over enemy (med or smaller).
- •Gallop.
Move up to 12.
- •Hooves.
On crit, Prone.
Reaction, use Charge without movement requirement. The steed then bucks and all riders fall Prone. It gallops away from battle. Dying Steeds cannot carry riders.
When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.
Common Riding Horses serve multiple uses, but one should be weary of overworking or overloading the steed for too long. Keep carrots on hand.
1 Small ally may use 1 Action to assume the Riding condition.
1/Round Reaction, use 2 free movement to disadvantage an attack.
- •Trot.
Move up to 8.
- •Gore.
Reaction, free Movement and Gore with advantage. The steed then bucks and all riders fall Prone. It runs away from battle. Dying Steeds cannot carry riders.
When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.
Heartier than common pigs, boars are occasionally chosen as steeds for small combatants. These pigs are not easily tamed.
1/Round Reaction, use 2 free movement to disadvantage an attack. OR...
1/Round Reaction, if unmounted, Interpose and Bark (before taking damage) for an ally.
- •Bite.
- •Bark.
(Reach 6, AoE) DC13 WIL Save or Frightened for 1 Round. DC lowers (-3) after use.
Reaction, use Bark with enemy disadvantage. Mastiff then bucks, and all riders fall Prone. It runs away from battle. Dying Steeds cannot carry riders.
Allied Riding: 1 Small ally may use 1 Action to assume the Riding condition.
When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.
These pups are the favored mounts of Halflings, bred by the Liminist philosopher Saint Hylim the Blind as a useful companion for himself and others similarly afflicted.
Up to 2 Med, or 4 Small allies may use 1 Action each to assume the Riding condition.
1/Round, 1 Free Adv attack by steed OR rider after 4+ line movement over enemy (med or smaller).
Immune to (most) Forced Movement, but D-Adv to Jumps (1d4 for distance).
- •Gallop.
Move up to 12.
- •Hooves.
On crit, Prone.
- •Shimmer.
(While Sunlit, Reach 4, AoE) DC-8 INT/DEX Save or observers are Dazed for Round(s) = DC/Save difference. A Crit Fail forces Blinded for 1 Round instead.
Reaction, use Charge without movement requirement. The steed then bucks and all riders fall Prone. It gallops away from battle. Dying Steeds cannot carry riders.
When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.
Beings of luminous crystal, these wild steeds shine brilliantly in the sunlight. Pay close attention, lest their shimmer blind you.
Up to 2 allies (1 Med & 1 Small) may use 1 Action each to assume the Riding condition.
1/Round, 1 Free Adv attack by steed OR rider after 4+ line movement over enemy (med or smaller).
Susceptible to Forced Movement like a Med creature. Adv to running jumps (1d6 distance).
- •Sprint.
Move up to 12.
- •Beak.
On crit, Poisoned.
Reaction, use Charge without movement requirement. The steed then bucks and all riders fall Prone. It gallops away from battle. Dying Steeds cannot carry riders.
When Critted... Rider performs STR/DEX Save (10+Crit) or falls off Prone.
These large feathered raptors are favored mounts for travel across the dayside. Their saliva is capable of melting living tissue after prolonged exposure.



