Talk:Asperii: Difference between revisions
imported>MJBurrage |
imported>MJBurrage |
||
| Line 1: | Line 1: | ||
===Asperi (D&D | ===Asperi (D&D 3rd Ed.)=== | ||
{{hatnote|''Monster Manual II'', p.25–26}} | {{hatnote|''Monster Manual II'', p.25–26}} | ||
Large Magical Beast (Cold) | Large Magical Beast (Cold) | ||
Revision as of 02:16, 22 July 2020
Asperi (D&D 3rd Ed.)
Monster Manual II, p.25–26
Large Magical Beast (Cold)
- Hit Dice
- 4d10+8 (30 hp)
- Initiative
- +1
- Speed
- 60 ft., fly 30 ft. (good)
- AC
- 13 (−1 size, +1 Dex, +3 natural), touch 10, flatfooted 13
- Attacks
- 2 hooves +4 melee and bite −1 melee
- Damage
- Hoof 1d6+1, bite 1d6
- Face/Reach
- 5 ft. by 10 ft./5 ft.
- Special Qualities
- Cold subtype, darkvision 60 ft., dodge arrows, feather fall, low-light vision, ride the wind, telepathy, uncanny dodge, wind immunity
- Saves
- Fort +6, Ref +5, Will +2
- Abilities
- Str 13, Dex 12, Con 15, Int 13, Wis 12, Cha 10
- Skills
- Intimidate +7, Listen +10, Spot +10, Wilderness Lore +8
- Feats
- Alertness, Flyby Attack
- Climate/Terrain
- Any mountains
- Organization
- Solitary, pair, string (3–4), or herd (5–20)
- Challenge Rating
- 4
- Treasure
- None
- Alignment
- Always neutral good
- Advancement
- 5–6 HD (Medium-size)
At first glance, an asperi appears to be nothing more than an unusually beautiful horse. An individual asperi can be white, gray, or dun-colored, with a graceful, flowing mane of silver, white, or light gray. A secondary mane of the same shade as the first extends from the creature’s front shoulders down along the backs of its front legs.
Unlike typical horses, asperis are intelligent magical beasts. They live in the permanent cold of remote mountain peaks, where they gallop across the glaciers and through the frigid skies. By catching prevailing winds and flying with them, asperis can move even faster through the skies than their normal flying speed permits. Their ability to “ride the wind” in this way has earned them the common name of wind steeds.
The typical asperi belongs to a herd with up to twenty members, but it spends much of its time roaming the skies alone or with just one or two chosen companions. Hippogriffs and griffons, the mortal enemies of the asperis, are almost never encountered in mountains where wind steeds live, since the far more intelligent asperis take pains to drive them off or kill them. Asperis also dislike rocs, but they get along well with pegasi. Lasting friendships between asperis and pegasi are rare, however, because the winged horses seldom venture into the cold mountain heights where the wind steeds live.
If captured when very young and raised with respect and consideration, an asperi can be trained as a steed. Any potential rider must realize that an asperi mount is not a mere animal; it is an intelligent, sentient being with opinions and ideas of its own, and it demands to be treated as such. Under no circumstances will an asperi tolerate a rider who is chaotic or evil. A paladin might convince an adult wind steed to serve as a permanent mount, but full-grown asperis usually agree to bear riders only in the short term, since they value their independence.
Asperis with 5 or more HD are very rare. Such creatures have iridescent hides that glisten like snow and rainbow-hued manes and tails.
Combat
Asperis are inoffensive creatures by nature. Given their great speed, their usual response to danger is simply to fly away. Like most horses, however, they can fight ferociously when aroused. In combat, they usually kick and slash with their front hooves and bite with their powerful jaws.
Asperis prefer to fight from the air, which gives them a significant advantage against opponents on the ground, under the right conditions. Near their mountain homes, asperis always look for opportunities to attack intruders when the latter are at the edges of cliffs or maneuvering on narrow ledges. The wind steeds use combinations of charges, bull rushes, flyby attacks, and trip attacks (all while airborne) to force their enemies over precipices or into glacial crevasses. They usually prefer to use their speed and maneuverability to avoid combat until conditions are in their favor.
Cold Subtype (Ex): An asperi is immune to cold damage but takes double damage from fire unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure.
Dodge Arrows (Ex): A flying asperi gains a +2 dodge bonus to AC against any missile attack during any turn in which it takes a move action. If it has a rider, he or she also gains the bonus. The bonus lasts until the asperi’s next turn.
Feather Fall (Sp): An asperi can use feather fall up to four times per day. Caster level 4th.
Ride the Wind (Su): This ability is similar to the effect of the air walk spell in most respects. When an asperi uses ride the wind, it gains bonus movement (+1 ft. to fly speed for each 1 mph of the prevailing wind) when moving with winds faster than 20 mph. Adverse winds do not slow the creature down, but they provide no bonus movement.
An asperi carrying a rider gallops through the air so smoothly that the rider can cast spells without making Concentration checks, provided that the asperi does not attack or perform any sudden aerial maneuvers.
Telepathy (Su): An asperi can communicate with any creature that has an Intelligence score of at least 1 through a form of telepathy. This communication has a range of 60 feet, and its complexity is limited by the Intelligence score of the other creature.
Uncanny Dodge (Ex): Because of its preternatural alertness, an asperi retains its Dexterity bonus to AC even when flat-footed, and it cannot be flanked.
Wind Immunity (Ex): Winds, either natural or magical, have no effect on an asperi unless it chooses to ride them for additional movement (see Ride the Wind, above). This benefit applies equally to mountain gales, magical windstorms, elemental whirlwinds, and other similar effects.
Training an Asperi
Young asperis are worth 7,000 gp per head. They mature at the same rate as horses do. A professional trainer charges 2,000 gp to rear an asperi or to train it as a mount.
Training an asperi requires a successful Handle Animal check (DC 22 for a young asperi, DC 29 for an adult) and the willing cooperation of the creature. An asperi can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for an asperi is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. Unlike most flying mounts, an asperi can fly with a medium or heavy load, thanks to its ride the wind ability.
Asperii (AD&D 2nd Ed.)
MC3 Monstrous Compendium: Volume Three: Forgotten Realms Appendix
- Climate/Terrain
- Mountain peaks
- Frequency
- Rare
- Organization
- Herd
- Activity Cycle
- Day
- Diet
- Omnivore
- Intelligence
- High (13–14) to Exceptional (15–16)
- Treasure
- Nil
- Alignment
- Neutral good
- No. Appearing
- 1–4
- Armor Class
- 4
- Movement
- 21″, Fl 42″ (C)
- Hit Dice
- 4
- THAC0
- 17
- No. of Attacks
- 3
- Damage/Attack
- 1–8/1–8/1–4
- Special Attacks
- Nil
- Special Defenses
- See below
- Magic Resistance
- Nil
- Size
- L (8′)
- Morale
- Elite (13–14)
- XP Value
- 420
Commonly known as wind steeds. the asperii is highly prized as a mount and can be very loyal to its rider.
Asperii are white. grey, or dun in color and have small manes that are usually silver, white, or light grey.
Combat: Although asperli are gentle beings, they are also quite capable of defending themselves if forced into combat. Each round, asperii can kick with their front hooves and bite with their sharp teeth. As a rule, they direct their bites at the wings and faces of their opponents.
Asperii are utterly immune to damage from any form of coldbased attack. Similarly, they are unharmed by winds of any type (including the whirlwind attacks of an air elemental or a diinni and so forth). This ability also enables them to slip free of the grasp of an aerial servant with unusual ease (they have a 40% chance to do so.)
Conversely, they are unusually vulnerable to flames (though not to heat) and suffer double the normal amount of damage from any attack that employs flames.
Asperii have keen eyes that not only give them the power of true sight but can also see into both the Ethereal and Astral planes. This being the case, they are often able to warn their riders of the approach of creatures that might otherwise be undetected. The unusual nature of asperii makes them immune to all forms of gaze attacks, such as those of the basilisk or catoblepas.
When flying, the typical asperii is fairly agile (having a maneuverability class of C). They retain such quick response times until they are burdened with more than 150 pounds. An asperii can carry as much as 600 pounds but its maneuverability class is reduced by one for each 150 pounds carried.
A loyal asperii (that is. one who has accepted an individual as it master) flies so smoothly that its rider may even cast spells from its back. Obviously, any normal restrictions to the use of a particular spell still apply. If an asperii elects to strike with its hooves or bite in combat this prevents the rider from engaging in spellcasting.
Habitat Society: Asperii sometimes live in herds of as many as 20 animals but are most often encountered in groups of two or three. As a rule. they live in the uppermost regions of virtually inaccessible mountain peaks.
Asperii communicate with each other by means of a limited form of telepathy, which has a range of 60 yards. With this power, they can also speak with other intelligent beings.
Asperii are the mortal enemies of hippogriffs and griffons, tending to attack these creatures on sight. They have also been known to do battle with rocs, although they normally ignore such creatures if possible. Pegasi and asperii get along quite well, and the two species are often found in each other's company.
If taken when young, an asperii can be trained to accept a single master. If this is done. it becomes utterly loyal to this individual and will not bear another upon its back unless so instructed by its master. An asperii will refuse to accept a master who is not of neutral. lawful neutral, or neutral good alignment. Young asperii, commonly known as "doffs." can be sold to those who wish to train them for between 4,000 and 6.000 gold pieces.
The wingless asperii are capable of flight due to their natural powers of levitation. In addition, they are able to ride winds of either magical or mundane nature. When they do so, they add 1 to their movement rate for each mile per hour over 20 of wind. Asperii also have an inherent ability to cast a feather fall spell up to four times per day on themselves or on any being they are able to touch.
Ecology: Although asperii are omnivorous and eat a great variety of plants and animals, they do have a few favorite foods. Asperil prize mint leaves, mistletoe, fish. and hawk flesh. In fact, they so delight in eating fish that they have been known to raid fishing boats and coastal villages in search of them. Perhaps because asperH can go for long periods of time without eating. they seem to have unlimited appetites when given the chance to feed on their favorite foods.
Noble Asperii
The noble asperii are a very rare off-shoot of this species, Many people describe the hide of a noble as looking like an iridescent, polished abalone shell.
Their telepathy is more powerful than that of their more common counterparts, having a 9O-foot range and being forceful enough to permit the noble to implant a suggestion on creatures of 3 or fewer Hit Dice .
Nobles have 6 Hit Dice (THAC0 15) and are often found at the head of large herds of asperii.
Wind Steed (AD&D)
Dragon #89: “Creature Catalog” by Ed Greenwood
- Frequency
- Rare
- No. Appearing
- 1–4
- Armor Class
- 4
- Move
- 22″/46″ (MC: A); see below
- Hit Dice
- 4
- % in Lair
- 22%
- Treasure Type
- Nil
- No. of Attacks
- 2 hooves and 1 bite
- Damage/Attack
- 1–8/1–8/1–4
- Special Attacks
- Nil (nobles use suggestion)
- Special Defenses
- Immune to gaze attacks and cold
- Magic Resistance
- Standard
- Intelligence
- High to exceptional
- Alignment
- Neutral good
- Size
- L (horse-sized)
- Psionic Ability
- Nil, Attack/Defense Modes: Nil
- Level/X.P. Value
- III/110 + 4/hp (add 25 for nobles)
Wind steeds, also known as asperii, are highly prized as mounts. These aerial creatures lair in cloud islands or upon the highest, most inaccessible mountain peaks. Asperii are mortal enemies of hippogriffs and griffons; they tend to ignore rocs, save for occasional scraps; and they are friendly with pegasi (the two species are often found together).
The wingless, horselike asperii fly by natural powers of levitation and also possess the power to “ride the winds”. Strong winds of natural or magical origin increase the speed of an asperii flying with them, 1″ for every mile per hour over 20. Asperii take no damage from winds of any type (including air elemental or djinni whirlwinds, wind walkers, and the buffeting attacks of aerial servants). They can break free of the grip of aerial servants with uncommon ease (40% chance). Wind steeds can cast up to 4 feather fall spells per day, upon themselves or (by touch) others.
The most maneuverable of steeds, asperii are of maneuverability class A and remain so until they carry over 1500 gp weight. Thus, they can carry one lightly armored rider without any penalty in maneuverability—moreover, a lone rider may cast spells from the back of a loyal wind steed (that is, spells not requiring the use of a surface for writing glyphs, runes, circles, etc.). Asperii may carry up to 6000 gp weight, at a penalty of one maneuverability class per 1500 gp of additional weight.
Wind steeds must be trained in the manner of griffons, and can become deeply loyal to one master. When so trained, an asperii will suffer no one to ride it but its master or those it views as friends of its master. Asperii communicate by limited telepathy (6″ range), and will accept as a master only a character of neutral, lawful neutral, or neutral good alignment. Those trained to take all riders are known as “broken” asperii; they become cowards and refuse to fight other creatures in the air. Young asperii bring 4000–6000 gp on the open market (asperii bear live young).
Asperii have true sight and can see into both the Astral and Ethereal Planes. Their vision is so strong and intense that they are immune to the effects of gaze attacks (such as those of the basilisk and catoblepas). Usually white, smoky grey, or dun in color, wind steeds suffer no damage from cold-based attacks. Fire does double damage.
Asperii are omnivorous and especially prize mint leaves, fish, and hawk meat. Although they can go for long periods without eating, asperii have a seemingly limitless appetite when given the chance to gorge themselves. In aerial combat asperii lash out with their front hooves (note that spells cannot be cast from the back of an asperii so engaged). They also bite, tending to aim for the wings and faces of opponents.
A very rare subspecies known as “noble” asperii exists, and are varicolored and iridescent (like polished abalone shell). They have 9″ range telepathy of sufficient mental force to exert a suggestion spell on creatures of 3 HD or less. These creatures often lead groups of wild asperii.