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Duskmane (3.5e Monster)

2,224 bytes added, 17:29, 27 May 2022
Duskmane
|init=+2 |listen=6 |spot=5 |sens=Low-light vision, scent
|ac=17 |acmods=-1 size, +2 Dex, +6 natural |touch=11 |flat=15 |othac=
|hp=45 |hd=6d10+18 |othhp=<- Damage reduction, Fast healing, Temporary HPs, etc. ->
|fort=+8 |ref=+7 |will=+3 |othsave=
|immune= |resist=<-including energy resistance-> |sr= |pr=<-psionic version of sr-> |weak=
<!-- Movement -->
|spd=50ft |burrow= |climb= |fly=50ft (average) |swim= |othspd=
|san2=Shadow Blend (Su) |sad2=During any conditions other than full daylight, a duskmane can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
}}
 
Ecalypses<sup>Manual of the Planes</sup> are prized but hard to get mounts, for they refuse to be tamed by any but the most skilled riders. Enterprising dwellers of the Plane of Shadow have found that they can gain a weaker but easier to tame mount by inserting a heavy horse mare in heat into a herd of ecalypses, and then re-catch the animal after it has been impregnated.
 
The result is a '''duskmane''', also known as an '''ecorse''' among the humans and as an '''eakhursek''' among the illiumians. Duskmanes still are not susceptible to the regular horse training routines and resent outside control, but can subdued by less skilled horsemen.
===Strategies and Tactics===
A duskmane fights by kicking and stamping with its hooves. If the tide of battle turns against it, it discorporates and flees.
===Sample EncountersEcology===Duskmanes are usually born and raised in captivity. Only rarely does a wild horse mare mingle with the ecalypses unprompted. Duskmanes are infertile and incapable of further crossbreeding, or of spreading their own kind.
===Ecology===Experiments with pony mares to creater a smaller crossbreed have proven futile, as the smaller animal is unable to bear the large otherworldly foal.
'''Environment:''' [[SRD:Plane of Shadow|Plane of Shadow]]
'''Typical Physical Characteristics:'''Duskmanes resemble regular horses with four legs, although they share the flat grey light-swallowing fur with their fathers.
'''Alignment:''' Usually neutral
===LoreDuskmanes as mounts=== ===Society=== ===Sample Lair=== ===Typical Treasure=== ===For Player Characters=== ===Creatures As Characters=== ===Creatures With Class Levels===A duskmane loathes the saddle, but it accepts a rider who can break its wild nature. To make the attempt, the prospective rider must first climb atop the creature's back, either by pinning it in a grapple or by using magic to restrain it somehow. Then the rider must succeed at a Ride check (DC 24) to stay atop the duskmane as it bucks wildly (with a -5 penalty on Ride checks made when riding bareback). A failed check results in the rider being thrown which provokes an attack of opportunity from the duskmane - and taking 1d6 points of damage, landing prone next to the beast. Depending on the circumstances, the duskmane either flees incorporeally or attacks.
===Advanced Creatures===If the duskmane is broken by a rider, it communicates willingly and serves as loyally as a typical horse. For that rider only, the -5 penalty on bareback Ride checks no longer applies, and the duskmane's ability to become incorporeal affects the rider as well. An duskmane can fight while carrying a rider, but the rider cannot also fight without making a successful Ride check (see Ride).
Some riders simply dominate a duskmane magically and ride it with a saddle, but the creature's abilities don't extend to the rider in that case. The duskmane resists magical control any way it can.
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