(I do not like the Thunder Junction MTG set. Its worse sin by far is repeating the terra nullius myth in an act of blatant colonialism apologia, but that terra nullius also just means a setting nearly empty of worldbuilding and a bunch of villain characters who have way better things to do wandering into a shitty saloon. Marchesa? Rakdos?? And if this happened so recently why is it all dusty?
I do like the rattlesnake horse, though. That's fun. And I like cool mounts and this is the set that introduced mounts as a concept, so... snorse.)
CR2 TN Large Magical Beast
Snorse are magical hybrids of snake and horse, volatile and dangerous creatures created as mounts of war. They proved to be ill-tempered and dangerous rides, and most that did not escape were culled. Feral populations now roam areas of chaparral and desert, where their endurance and speed combined with their venom makes them deadly hunters; ironically, their preferred prey is horses, as they can match their running capabilities.Â
A small domestic population of snorse have endured, and they are mostly kept as pets and novelties for the particularly adventurous. Some keepers remove the venom glands of the animal to make them safer to own and ride; others consider this abuse. Although the original project was a failure, individual snorse have subsequently been tamed and used as war mounts, where their venomous bite and intimidating presence has been put to good use. Outlaws and fledgling nations alike may flock around a snorse rider, as the creatures have become a status symbol of might and cruelty.
This beast has the body and legs of a horse but black scales and the head of a deadly viper.
Misc- CR2 TN Large Magical Beast HD2 Init:+2 Senses: Perception:+6, Heat Vision 30ftÂ
Stats- Str:19(+4) Dex:14(+2) Con:16(+3) Int:2(-4) Wis:17(+3) Cha:12(+1) BAB:2 Space:10ft Reach:5ft
Defense- HP:23(2d10+12) AC:14(+2 Dex, +2 Natural) Fort:+6 Ref:+5 Will:+1 CMD:19Â
Offense- Bite +5(1d8+6 plus Poison) CMB:+7 Speed:50ft Special Attacks: Poison
Feats- EnduranceB, Run
Skills- Acrobatics +5, Perception +6
Special Qualities- Rough Ride
Ecology- Environment- Deserts (Hot) Languages- None Organization- Solitary Treasure- None
Special Abilities- Heat Vision (Ex)- Snorse have viperlike heat pits in their face, giving them the ability to detect temperature differentials. This ability functions like blindsight, but only for creatures that are at a different temperature than their surroundings. Rough Ride (Ex)- Despite being able to be ridden, snorse are known to buck and twist in a particularly skilled way that makes them hard to ride on. Riders take a -4 penalty to Ride checks made to Stay in Saddle and Soft Fall. Poison (Ex)- Bite-Injury Save:DC13 Effect:1d2 Dex damage Frequency: 1/round for 3 rounds Cure: 2 consecutive saves
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(I'm posting for the time being! Expect two posts a week right now.
Magic the Gathering has a habit of creating types of beast to make their settings more fleshed out and fill out the mechanical slot of "generic large beast" in different places- felidar, krushok, cerodon, thoctar... all are creatures with a defined look and name. They're fun targets for monster creating, and I'm generally looking to make these Magical Beasts to keep it interesting. I started with Felidar because, well, I love big cats. As with all my creatures, I tried to give them a fun plot hook.)
CR6 NG Large Magical Beast
Felidar are large catlike predators typically found in mountainous regions, where they use their powerful roars and expert climbing skills to hunt down and kill prey. Felidar are more intelligent than an animal, though not by much- they have no true language, and prefer to live in simple family units or just hunt alone. Perhaps their most intelligent aspect is their knowledge of magic and magical places, as well as a capability for empathy- a felidar who sees an injured humanoid is willing to provide healing, and one whose trust has been gained will often lead humanoids to places of great magic potential- or to the location of a dangerous interloper or creature that needs to be dealt with for the good of the mountain.
Felidar are beings connected to the Plane of Positive Energy, and a vivacious life flows through them. One pint of felidar blood can be used as 100gp of materials to craft any potion of the Healing subschool. Felidar never give this blood freely, instead using their roar or Cure Moderate Wounds spell-like ability- some unscrupulous mages take this blood by force, typically injuring or killing these majestic animals.
This large cat has a splendid rack of antlers upon its head, its horns and insides glowing with a vivacious life.
The first roar startles; each enemy within the area of effect must make a Will save or trigger an attack of opportunity.
Misc- CR6 NG Large Magical Beast HD7 Init:+3 Senses: Perception:+13, Low-Light Vision
Special Abilities- Roar (Su)- A felidar’s roar is imbued with supernatural power. It can make one of these special roars three times a day as a standard action; each successive roar has a different effect depending on if it’s the first, second, or third roar of the day. Each roar is a 60ft cone with a save DC of 16. The DC is constitution-based.
The second roar harms, dealing 7d6 sonic damage to all creatures- ally or enemy- within the area of effect, Reflex save for half.
The third roar restores, healing all allies within the area of effect 7d8 damage and removing the shaken, frightened, or panicked condition.
Vigilant (Ex)- A felidar is never considered to be flat-footed.
(The Mawcor card has two distinct designs; the newer one being a sort of blobby shape with strange limbs and two boxy heads that look like generic fantasy beasts. The other, which caught my eye, is this ethereal, alien wind rider. I figured it fits perfectly in the Plane of Air, and can serve as a cool- if highly unethical- chariot.)
CR7 CN Huge Outsider (Air)
Strange, silent beasts from the elemental plane of air, mawcor still the air around them and assault anything large enough to be perceived as a rival or a threat. They are intelligent, but possess few needs beyond the freedom of open, clean sky, and so are notoriously difficult to negotiate with.Â
Wild mawcor are a threat to large cargo or cruise skyships, but they have been known to be magically coerced into acting as servants, using their immense strength to pull lesser vessels and their Calm Air spell-like ability to provide smooth sailing. Mawcor are sentient creatures who rarely feel any sort of social need to share their strength, meaning they must be forced against their will to act as simple servants. Such a mawcor, if freed, is bitter enough to hold a vendetta against its captor and just grateful enough to give its liberator a minute to escape.
This strange creature looks like a giant, open, flapping animal mouth as it floats silently through the air
Misc- CR7 CN Huge Outsider (Air) HD9 Init:+0 Senses: Perception: +12, Darkvision 60ft
Stats- Str:20(+5) Dex:10(+0) Con:19(+4) Int:13(+1) Wis:10(+0) Cha:19(+4) BAB:+9/+4 Space:15ft Reach:15ft
Defense- HP: AC: Fort:+10 Ref:+6 Will:+5 CMD: Resist: Immunity: Electricity Weakness: Vulnerable to Suffocation Special Defenses: DR2/-
Offense- Slam +10(1d8+5), 2 Wing +10(1d8+5) CMB:+36 Speed:15ft, Fly 80ft (Perfect) Special Attacks: Breath Weapon (90ft Beam, 9d8 Slashing, Ref DC18 Half, Useable every 1d4 rounds)
Feats- Iron Will, Mulltiattack, Flyby Attack,Â
Skills- Escape Artist +12, Fly +20, Knowledge (Geography) +10, Perception +12, Sense Motive +12, Stealth +4
Spell-like Abilities- (Caster Level 9, Concentration +13)
Calm Air, River of Wind (DC18) /at-will
Aeroblast 1/day
Ecology- Environment- Planar (Air) Languages- Auran Organization- Solitary Treasure- None
Special Abilities- Vulnerable to Suffocation- Mawcor are beings of the air and require a near-constant flow of air to function. They take a -4 penalty to saves against spells and abilities that would cause suffocation, and can only hold their breath for 5 rounds before they begin requiring constitution checks.
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(Have you heard of Serina, a spec evo project done by Dylan Bajda AKA Sheather? It's the other long-form spec evo project I mentioned, and with all due respect to Kaimere, it is my personal favorite. The setting is a seed world designed to be a perfect home for canaries. The birds, as well as the plants and animals brought alongside them to support their ecosystem, quickly diversify, and what follows is several periods, each lasting tens of millions of years, with their own ecosystems and clades. If you're at all interested in sci fi, zoology, or the convergance of the two, it's a must read in my opinion.
These two animals I'm porting to Pathfinder are derived canaries living 250 million years after the moon was seeded. They are, notably, also large herbivorous quadrupeds who live in groups, which are qualities of many domesticated animals. As such, I have Glidegander filling the role of common flying mount- a role I suggest DMs introduce to their wolds with care, as I imagine your average scout or messenger being able to saddle up a flying animal will have massive worldbuilding implications.)
Ambulopteran, Glidegander
(Glidegander by Dylan Bajda)
CR1 TN Large Animal
Glideganders are common quadrupedal birds of a distant moon. In nature, they are migratory grazers, flying massive distances to find the most productive meadows. They are relatively fragile animals, for their size. An injury to any limb means a glidegander will be unable to fly, and they are aware of it- glidegander herds prefer to run rather than face threats head-on. And they do run; taking off for a glidegander takes effort, and in nature they generally only do so when it’s time to move on to fresher feeding grounds, or when it’s their only option for escape. Glideganders, like all archangels, lay eggs that are large, soft, and leathery; these eggs are then buried in large clutches.
On many planets, glideganders have been domesticated; they are docile, social, can be fed on cheap grasses, and most crucially all this is paired with the capability of long-distance flight. Glidegander are not particularly strong, however; a single glidegander can only carry about 250lbs before being unable to fly. Those wishing to use them for shipping goods typically use two “lead” birds, most often old females guided by riders, to lead a flock of “carriers”. Riders, rather than sit perpendicular to the animal’s back, instead straddle them to reduce drag. On planets where ambulopterans are common, a glidegander typically sells for 400gp, and a combat trained specimen for 600gp.Â
Glidegander Companions
Glideganders can be taken as a cavalier mount for cavaliers from cultures that have them. Glideganders can only be taken as companions with DM permission.
Stormsonors are towering relatives of the glidegander, being among the largest of creatures who fly without magical means. Stormsonors, like glideganders, are migratory, often traveling distances on a continental scale to find their preferred food, soft water plants, although they are capable of eating mosses and some grasses, too. Stormsonors are named for their long, mournful cries which carry for many miles, and for their tendency to follow rainstorms to feed on the lush growth that follows such an event.
Unlike glideganders, stormsonors have not been truly domesticated due to the incredible distance of their migrations. Despite this, they can be tamed; if raised from hatching, they are loyal and courageous mounts, capable of flying great distances. Many planets regard these animals as sacred, and their capture is allowed only to the most important leaders and warriors. Because of this, a stormsonor egg is worth 2,000gp, and a trained specimen is worth ten times that.
This white bird looks at first like a massive goose, but a second look reveals both its arms and legs have feet and feathered wings.
Misc- CR1 TN Large Animal HD2 Init:+8 Senses: Perception:+5Â
Stats- Str:14(+2) Dex:18(+4) Con:12(+1) Int:2(-4) Wis:13(+1) Cha:10(+0) BAB:+1 Space:10ft Reach:10ft
Defense- HP:11(2d8+2) AC:14(+4 Dex, -1 Size, +1 Natural) Fort:+4 Ref:+7 Will:+0 CMD:18
Offense- Bite -3(1d4+1) CMB:+4 Speed:40ft, Fly 60ft (Good) Special Attacks: Honk
Feats- Improved Initiative
Skills- Fly +9, Perception +5
Special Qualities- Docile
Ecology- Environment- Grasslands (Cold, Temperate) Languages- None Organization- Pair (2), Flock (5-20) Treasure- None
Special Abilities- Docile (Ex)- A glidegander’s bite attack is a secondary attack, unless it has been specially trained for combat. Honk (Ex)- A glidegander may make an intimidate check to demoralize as a swift action.
Stormsonor Stats
This beautiful blue bird stands nearly 30ft tall on four winged limbs. It has a small head and spoon-shaped bill at the end of its long neck.
Misc- CR5 TN Huge Animal HD7 Init:+8 Senses: Perception:+10Â
Stats- Str:24(+7) Dex:19(+4) Con:14(+2) Int:2(-4) Wis:16(+3) Cha:12(+1) BAB:+5 Space:15ft Reach:15ft
Defense- HP:46(7d8+14) AC:20(+2 Dex, -2 Size, +8 Natural) Fort:+9 Ref:+9 Will:+5 CMD:28Â
Offense- Bite +10(2d6+11) CMB:+14 Speed:50ft, Fly 60ft (Poor)Â
Feats- Endurance, Improved Initiative, Great Fortitude
Skills- Fly +5, Perception +10
Special Qualities- Stormsong
Ecology- Environment- Plains, Swamps (Any) Languages- None Organization- Pair (2), Flock (4-10) Treasure- None
Special Abilities-Stormsong (Ex)- As a standard action, a stormsonor may sing its long, haunting call. Other stormsonors, and people who frequently cohabitate with them, within 1 mile receive a +2 morale bonus to all saves for 1 hour. Creatures who are not familiar with this call instead must make a DC12 Will save or be shaken for 1 minute by its haunting tune. Once a creature makes a save this way, it cannot be affected by any stormsonor’s stormsong for 24 hours.
(My partner is really into animal toy collecting; they particularly like dinosaurs, but exposure to Safari has since got me exposed to their dragon line. Which has some genuinely cool, interesting design!
Anyway, a long-term theme you'll see in this blog is Cool Mounts, quadrupedal Large creatures that can be ridden by creatures of various levels. This one, I imagine, is perfect for a druid or ranger in a forest's hour of need.)
CR11 CG Large Dragon (Air)
Dazzling creatures of the forest, stag dragons are rarely seen by humanoids, preferring invisibility or the guise of a fey shape to keep themselves hidden. They are herbivores, browsing on high foliage and fast-growing ferns, although they are deliberately careful not to overgraze in any one tree or spot.
Stag dragons are guardians of the local ecology of their region. They monitor the wellbeing of their undergrowth, of the deer they run with, and the many small creatures from insects to songbirds that live in their home. They tend to allow forage and subsistence hunting, understanding humanoids as part of the ecology, but do not permit civilization's encroach.
In times of crisis, stag dragons are known to take valorous and trustworthy heroes as riders, although this agreement typically lasts as long as the danger.
This beautiful creature is clearly draconic in nature, but its graceful legs and branching horns call to mind a noble stag.
Misc- CR11 CG Large Dragon (Air) HD13 Init:+11 Senses: Perception:+17, Darkvision 60ft, Blindsense 60ft
Stats- Str:28(+9) Dex:25(+7) Con:18(+4) Int:15(+2) Wis:16(+3) Cha:20(+5) BAB:+13/+8/+3 Space:10ft Reach:5ft
Defense- HP:136(13d12+52) AC:27(-1 Size, +7 Dexterity, +6 Natural, +5 Deflection) Fort:+12 Ref:+15 Will:+13 CMD:40 Resist: Immunity: Acid, Dragon Traits, Slow Weakness: Special Defenses: SR24, DR5/cold iron, Eldritch Grace
Offense- Gore +19(3d6+9 plus Illumination), Tail +19(2d6+9), 2 Hooves +17(1d8+5) CMB:+23 Speed:50ft Special Attacks: Breath Weapon (13d6 damage plus illumination, 60ft line, Will DC20 for half, useable every 1d4 rounds)
Feats- Multiattack, Improved Initiative, Power Attack (-4/+8), Iron Will, Run, Improved Bull Rush, Improved Sunder
Skills- Acrobatics +11, Climb +14, Diplomacy +14, Escape Artist +18, Heal +10, Intimidate +15, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +11, Perception +17, Sense Motive +17, Stealth +21, Survival +17, Swim +14
Spell-like Abilities-Â
Freedom of Movement /constant
Invisibility, Plant Growth /at-will
Greenmist 3/day
Special Qualities- Change Shape (A single fey form, Fey Form I)
Ecology- Environment- Forests (Temperate) Languages- Common, Draconic, Sylvan, Elvan Organization- Solitary Treasure- None
Special Abilities- Breath Weapon- A stag dragon’s breath weapon is a blast of searing light. A creature that fails its save against is blinded for 1 round; all creatures hit are then subject to the stag dragon’s illumination. The breath weapon also destroys all fog it hits, although most magical fogs will return a round after being dispersed. Eldritch Grace- A stag dragon gets a deflection bonus to AC equal to its charisma modifier. Illumination- A creature dealt damage by a stag dragon’s horns or breath weapon must make a DC23 Will save or be illuminated for 1 hour. A creature illuminated this way glows with silvery light; they take a -20 circumstance penalty to Stealth checks against seeing creatures and cannot benefit from concealment, even if invisible.