Horses and their relatives have hooves, slender legs, long heads, relatively long necks, manes, and long tails. All species are herbivorous, and mostly grazers, with simple digestive systems able to subsist on lower-quality vegetation. Horses are adapted to run, allowing them to quickly escape predators, possessing an excellent sense of balance and a strong fight-or-flight response. Related to this need to flee from predators in the wild is an unusual trait: horses are able to sleep both standing up and lying down. Female horses, called mares, carry their young for approximately 11 months, and a young horse, called a foal, can stand and run shortly following birth. Most domesticated horses begin training under a saddle or in a harness between the ages of two and four. They reach full adult development by age five, and have an average lifespan of between 25 and 30 years. Horses are herd animals, with a clear hierarchy of rank, led by a dominant individual, usually a mare.
Environment. Temperate/sub-tropical, uninhabited/wilderness areas (Wild. plain, scrub, forest, rough, hills, marsh)
War Training. 10% of wild horses are suitable to be trained for use in combat removing the skittish trait.
War Horse. These horses have been trained to carry riders in combat conditions and will defend themselves.
War Horse Combat. A war horse can be directed to attack by a trained rider as long as the rider remains mounted. Attack is by charge (with the rider delivering the attack), overbear, or rush. War horses will then attack in melee on the round after the rider's charge attack. War horses without a rider will flee melee but will remain in the area if their rider is alive.
Donkey. The donkey or ass is a domesticated member of the horse family. A male donkey or ass is called a jack, a female a jenny or jennet; a young donkey is a foal. Jack donkeys are often used to mate with female horses to produce mules (the opposite produces a hinny; also considered a mule for game purposes). Donkeys are adapted to marginal desert lands. The loud call or bray of the donkey can be heard for 2 miles and may help keep in contact with other donkeys over the wide spaces of the desert. Donkeys have large ears, which may pick up more distant sounds, and may help cool the donkey's blood.
Mule. A mule is the offspring of a male donkey (jack) and a female horse (mare). Horses and donkeys are (technically) a different species. Mules are reputed to be more patient, hardy and long-lived than horses and are described as less obstinate and more intelligent than donkeys. The mule is valued because, while it has the size and ground-covering ability of its horse parent, it is stronger than a horse of similar size and inherits the endurance and disposition of the donkey sire, tending to require less food than a horse of similar size. With its short thick head, long ears, thin limbs, small narrow hooves, and short mane, the mule shares characteristics of a donkey. In height and body, shape of neck and rump, uniformity of coat, and teeth, it appears horse-like.
Pony. Ponies are the same species as horses. The distinction between a horse and pony is commonly drawn on the basis of height, especially for competition purposes. However, height alone is not dispositive; the difference between horses and ponies may also include aspects of phenotype, including conformation and temperament. Ponies often exhibit thicker manes, tails, and overall coat. They also have proportionally shorter legs, wider barrels, heavier bone, shorter and thicker necks, and short heads with broad foreheads. They may have calmer temperaments than horses and also a high level of intelligence that may or may not be used to cooperate with human handlers.
War Pony. 10% of ponies are suitable to be trained for use in combat modifying the skittish trait down to 10%.
Skittish. Untrained horses are skittish. If faced with loud noises, strange smells, or exotic animals, horses will flee 90% of the time. This is also the case if they are damaged by fire or near a large source of fire.
Neutral Large Animal (mammal)
FREQUENCY: Common
NO. APPEARING: 1
SURPRISE: 17%
SENSES: night vision; exceptional hearing, scent
ARMOR CLASS: 7
SPEED: 120 ft.
HIT DICE: 3 (hp 13)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: bite (1d3)
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +15% (skittish)
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: I (XP 59 or 20+3 per h.p.)
Neutral Large Animal (mammal)
FREQUENCY: Common
NO. APPEARING: 1
SURPRISE: 17%
SENSES: night vision; exceptional hearing, scent
ARMOR CLASS: 7
SPEED: 240 ft.
HIT DICE: 2 (hp 9)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: bite (1d3)
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +10% (skittish)
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: I (XP 30 or 12+2 per h.p.)
Neutral Large Animal (mammal)
FREQUENCY: Uncommon
NO. APPEARING: 1
SURPRISE: 17%
SENSES: night vision; exceptional hearing, scent
ARMOR CLASS: 7
SPEED: 150 ft.
HIT DICE: 3 + 3 (hp 17)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: 2 hooves (1d8/1d8) and bite (1d3)
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +18%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: III (XP 148 or 60+4 per h.p.)
Neutral Large Animal (mammal)
FREQUENCY: Uncommon
NO. APPEARING: 1
SURPRISE: 17%
SENSES: night vision; exceptional hearing, scent
ARMOR CLASS: 7
SPEED: 240 ft.
HIT DICE: 2 (hp 9)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: 2 hooves (1d4/1d4)
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +10%
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: I (XP 38 or 20+2 per h.p.)
Neutral Large Animal (mammal)
FREQUENCY: Uncommon
NO. APPEARING: 1
SURPRISE: 17%
SENSES: night vision; exceptional hearing, scent
ARMOR CLASS: 7
SPEED: 180 ft.
HIT DICE: 2 + 2 (hp 11)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: 2 hooves (1d6/1d6) and bite (1d3)
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +12%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: II (XP 74 or 35+3 per h.p.)
Neutral Large Animal (mammal)
FREQUENCY: Uncommon
NO. APPEARING: 5-30
SURPRISE: 17%
SENSES: night vision; exceptional hearing, scent
ARMOR CLASS: 7
SPEED: 240 ft.
HIT DICE: 2 (hp 9)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: bite (1d3)
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +10% (skittish)
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: I (XP 30 or 12+2 per h.p.)
Neutral Large Animal (mammal)
FREQUENCY: Uncommon
NO. APPEARING: 1
SURPRISE: 17%
SENSES: night vision; exceptional hearing, scent
ARMOR CLASS: 7
SPEED: 120 ft.
HIT DICE: 1+1 (hp 5)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 18
MELEE: bite (1d3) and rear kick (1d6)
SPECIAL ATTACKS: enhanced (+1); Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +6% (skittish)
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: I (XP 22 or 12+2 per h.p.)
Neutral Large Animal (mammal)
FREQUENCY: Uncommon
NO. APPEARING: 1
SURPRISE: 17%
SENSES: night vision
ARMOR CLASS: 7
SPEED: 120 ft.
HIT DICE: 3 (hp 13)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: bite (1d3) and rear kick (1d6)
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +15%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: I (XP 74 or 35+3 per h.p.)
Neutral Man-sized to Large Animal (mammal)
FREQUENCY: Uncommon
NO. APPEARING: 1
SURPRISE: 17%
SENSES: night vision; exceptional hearing, scent
ARMOR CLASS: 7
SPEED: 120 ft.
HIT DICE: 1 + 1 (hp 5)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 18
MELEE: bite (1d2)
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +6% (skittish)
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: I (XP 22 or 12+2 per h.p.)