Demon Idol

A gamist Advanced Dungeons & Dragons interpretation.

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flying_mount [2023-11-14 06:30] – removed - external edit (Unknown date) 127.0.0.1flying_mount [2024-12-22 15:53] (current) – external edit 127.0.0.1
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 +====== Flying Mount ======
  
 +Rules for flying mounts are found on DMG 50. These rules go into some detail which is covered on this page, as well as creature-specific rules found on the individual pages. The three standard flying mounts are the [[hippogriff]], the [[griffon]], and the [[pegasus]].
 +
 +===== Mounting and dismounting =====
 +
 +If time is not taken to properly mount, the rider will tend to fall in the first round of melee.((DMG 53.))
 +
 +  * It takes 2 rounds to properly strap in to the saddle.
 +  * If not properly strapped in, there is a 5-in-6 chance to fall off in any round that the aviator was ever in melee range with an enemy. Similarly, there is a 1-in-6 chance to fall in any round that the aviator is involved in missile exchange -- whether on the giving or receiving end, or both.
 +  * It takes 1 round to unstrap. Cutting oneself out is typically not possible (the straps are necessarily very robust).
 +
 +===== In combat =====
 +
 +If not flying, mounts will attack on the 2nd and subsequent rounds after they engage in a melee, just like warhorses. If flying, the [[flying combat]] rules must be used, which operates differently than the standard melee.
 +
 +Note the "Damage" rules on DMG 53 -- flying creatures will not be able to continue flying after taking a certain amount of damage.
 +
 +===== Carrying capacity =====
 +
 +Normal and max loads for a large number of flying creatures are found on WSG 47.