Scalamander
2015-08-30, 10:47 PM
These guys first appeared in Dragon #243 and, other than the Favonian, none have ever seen write ups in the later editions. Here are my ideas based on the original article and some of my own inspiration. Eventually I hope to post all of the original nine plus some offshoots of my own design. Let me know what you think.
Equar Subtype
Equars are a race of horse-like magical beasts whose many breeds have adapted to life on the Outer Planes. Equars have the following traits unless otherwise noted.
• Immunity to petrification, disease and poison
• Independent Spirit (Ex) All Equar gain a +4 morale bonus on saves against charm and compulsion spells and effects.
• Keen Senses (Ex) All Equar gain a +4 racial bonus on Perception checks to avoid being surprised.
• Recall (Sp) Once per day an Equar can use plane shift to transport themselves and their rider, if any, back to their home plane (noted in their description).
• All Equars speak equine and any language common to their home plane.
Trothspyre (CR 7)
XP 3,200
LG Large Magical Beast (Equar, Extraplanar)
Init +3; Senses scent, Perception +12
Aura protection from evil (rider only)
Languages Celestial, Equine
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AC 17 (+3 Dex, +5 natural, -1 size), touch 12, flat-footed 14, combat 29 (33 against bull rush or trip)
hp 120 (10d10+70); DR 5/evil
Immune disease, petrification, poison
Weakness nightfall vulnerability
Fort +14, Ref +10, Will +7 (+4 bonus against charm and compulsion effects)
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Speed 50ft.
Melee Gore +16 (2d6+6 plus 1 positive), 2 hooves +11 (1d6+3)
Space 10ft.; Reach 5ft.
Base Atk +10; Combat +15
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Spell-like Abilities (Caster level 10th, concentration +14)
3/day – detect evil, discern lies (Will DC 19), protection from evil
1/day – cure serious wounds, plane shift (plus rider, Celestia only)
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Abilities Str 23, Dex 16, Con 25, Int 8, Wis 15, Cha 18
SQ sanctified horn
Feats Diehard, Endurance, Improved Natural Attack (gore), Iron Will, Power Attack, Weapon Focus (gore)
Skills Heal +7, Perception +12 Racial +4 Perception
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Nightfall Vulnerability (Su): Once the sun goes down, the Trothspyre goes more than 40ft. underground or it is in the area of a darkness spell, it takes a -2 penalty to its AC, attacks and damage rolls as long as the condition persists.
Sanctified Horn (Su): A touch from a Trothspyre’s horn heals 1 point of damage and ends bleed effects. The gore natural attack deals double damage to chaotic evil creatures and the undead. Good creatures take no damage from the attack. A Trothspyre can also deliver its cure serious wounds spell-like ability through its gore natural attack.
Lore
Arcana DC 10 - This creature is a Trothspyre, one breed of a race of outer-planes dwelling magical horse beasts known as Equars.
DC 15 – A Trothspyre can be brought to the material realm by a lawful good summoner who must undertake a ritual to summon the creature and then negotiate a contract for its service.
DC 17 – A Trothspyre refuses to eat anything but grains and oats that have been blessed, as the spell, by a lawful good priest.
DC 17 – A Trothspyre demands at least four hours of the day be devoted to sun bathing and grazing in the sunshine.
DC 20 – The crystal horn of a Trothspyre has healing properties and is especially effective at defeating demons, undead and other chaotic evil creatures.
DC 25 – A Trothspyre becomes skittish and nervous once it can no longer see the sun and its ability to dodge hits and deliver its own is greatly reduced.
Planes DC 12 – Horse-like creatures called Trothspyres run in great herds on the 1st layer of Celestia.
Equar Subtype
Equars are a race of horse-like magical beasts whose many breeds have adapted to life on the Outer Planes. Equars have the following traits unless otherwise noted.
• Immunity to petrification, disease and poison
• Independent Spirit (Ex) All Equar gain a +4 morale bonus on saves against charm and compulsion spells and effects.
• Keen Senses (Ex) All Equar gain a +4 racial bonus on Perception checks to avoid being surprised.
• Recall (Sp) Once per day an Equar can use plane shift to transport themselves and their rider, if any, back to their home plane (noted in their description).
• All Equars speak equine and any language common to their home plane.
Trothspyre (CR 7)
XP 3,200
LG Large Magical Beast (Equar, Extraplanar)
Init +3; Senses scent, Perception +12
Aura protection from evil (rider only)
Languages Celestial, Equine
__________________________________________________ _______________________________________________
AC 17 (+3 Dex, +5 natural, -1 size), touch 12, flat-footed 14, combat 29 (33 against bull rush or trip)
hp 120 (10d10+70); DR 5/evil
Immune disease, petrification, poison
Weakness nightfall vulnerability
Fort +14, Ref +10, Will +7 (+4 bonus against charm and compulsion effects)
__________________________________________________ _______________________________________________
Speed 50ft.
Melee Gore +16 (2d6+6 plus 1 positive), 2 hooves +11 (1d6+3)
Space 10ft.; Reach 5ft.
Base Atk +10; Combat +15
__________________________________________________ _______________________________________________
Spell-like Abilities (Caster level 10th, concentration +14)
3/day – detect evil, discern lies (Will DC 19), protection from evil
1/day – cure serious wounds, plane shift (plus rider, Celestia only)
__________________________________________________ _______________________________________________
Abilities Str 23, Dex 16, Con 25, Int 8, Wis 15, Cha 18
SQ sanctified horn
Feats Diehard, Endurance, Improved Natural Attack (gore), Iron Will, Power Attack, Weapon Focus (gore)
Skills Heal +7, Perception +12 Racial +4 Perception
__________________________________________________ _______________________________________________
Nightfall Vulnerability (Su): Once the sun goes down, the Trothspyre goes more than 40ft. underground or it is in the area of a darkness spell, it takes a -2 penalty to its AC, attacks and damage rolls as long as the condition persists.
Sanctified Horn (Su): A touch from a Trothspyre’s horn heals 1 point of damage and ends bleed effects. The gore natural attack deals double damage to chaotic evil creatures and the undead. Good creatures take no damage from the attack. A Trothspyre can also deliver its cure serious wounds spell-like ability through its gore natural attack.
Lore
Arcana DC 10 - This creature is a Trothspyre, one breed of a race of outer-planes dwelling magical horse beasts known as Equars.
DC 15 – A Trothspyre can be brought to the material realm by a lawful good summoner who must undertake a ritual to summon the creature and then negotiate a contract for its service.
DC 17 – A Trothspyre refuses to eat anything but grains and oats that have been blessed, as the spell, by a lawful good priest.
DC 17 – A Trothspyre demands at least four hours of the day be devoted to sun bathing and grazing in the sunshine.
DC 20 – The crystal horn of a Trothspyre has healing properties and is especially effective at defeating demons, undead and other chaotic evil creatures.
DC 25 – A Trothspyre becomes skittish and nervous once it can no longer see the sun and its ability to dodge hits and deliver its own is greatly reduced.
Planes DC 12 – Horse-like creatures called Trothspyres run in great herds on the 1st layer of Celestia.