Converting Monsters from Dungeon Magazine

Both Large undead (augmented animal), I suppose.

Well there's nothing much to the Lesser version, so shall we do the standard Ghost Mount first?

Large Undead.
Able to disguise itself as a living steed (= disguise self?).

Can energy drain a rider (Will save to resist).

Since these creatures seem to be material (despite being called "ghosts", I think they'd be similar to a Nightmare or Heavy horse as far as their abilities go. Since they've only got 3 HD, I doubt their stats are that good.

How about this:

Ghost Mount: Str 16, Dex 13, Con —, Int 6, Wis 13, Cha 12, NA +5
 

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Disguise self sounds right, and so do the proposed abilities.

Not sure I like the Wis check to control them. Maybe some very difficult Handle Animal check. I'd also like the energy drain to be 1 negative level per hour ridden or something like that.
 

Disguise self sounds right, and so do the proposed abilities.

Not sure I like the Wis check to control them. Maybe some very difficult Handle Animal check. I'd also like the energy drain to be 1 negative level per hour ridden or something like that.

How about a Handle Animal check that allows control on a DC X, but needs a DC X+20 to to stop them energy draining. Then if they don't roll well enough they're allowed a Wisdom check to realize they are being energy drained?
 


That could work!

Alternatively, we could make it a Will save (to see through the "enchantment" that prevent the victim realizing their fate?). That's Wisdom-based, so we're keeping the right ability.

How's this for a start:

Drain Rider (Su): A ghost mount can be ridden, but this is a dangerous proposition. The rider makes a Handle Animal check, if this check succeeds at DC 30? they can ride the ghost mount safely, if it only succeeds against DC 15? the ghost mount will allow itself to be ridden but will subtly drain its rider's life force, draining one energy level per hour they are ridden. The rider must succeed at a DC X [Wisdom check? Will save?] to realize they are being energy drained. If a ghost mount kills a rider with its energy drain, the rider will immediately become a free-willed wraith.
 

Looks pretty good. I might want to reduce the Handle Animal DCs, since they only have 3HD, but I like the framework. I think I prefer the Wisdom check at a DC around 20 to notice the draining.
 

Added to Homebrews.

Drain Rider is off to a good start. I'd recommend separating the last sentence and giving it create spawn, like most undead. Also...

These beasts are aptly named, not only for their appearance, but also because those who ride a ghost mount may themselves become ghosts, doomed to wandering the deserts by night.

That seems to imply the ghost template, rather than wraith. But...

Riders transformed into wraiths by a ghost mount cannot be restored to their normal form by any means short of a wish.

This goes right on and contradicts it. :(

I slightly prefer ghosts, since it forces the victim to rejuvenate and relive their poor choice of mount. :devil:

A ghost mount has two forms, its true form and an illusory one. A ghost mount’s true form is nothing more than a transparent, glowing outline of its former self (either a horse, a camel, or possibly even an antelope). It appears to be a malnourished, battered, and scarred wreck with wild and shining eyes. A ghost mount can also use powerful illusions to mask its true forms and appear as a particularly strong and handsome specimen of its former self.

As suggested upthread, disguise self sounds about right. SLA or Su ability?

If the rider stays with the ghost mount, it will throw him after traveling at least 75 miles into the wilderness. Being thrown causes 1d6 damage; a saving throw against falling for items carried by the thrown rider must also be made.

Do we need a "throw from saddle" ability, or will Ride skill cover it?

Ghost mounts seem to glide just over the ground without ever losing their footing, so they always move at their full movement rate over all forms of terrain.

I know I've seen/used this ability before. I thought it was the buraq, but that's a bit different. I'll keep hunting...

Ghost mounts can be summoned by magic, though their lifedraining abilities are not altered if they are called to serve in this fashion. If a mount spell is cast in a region of empty, uncivilized desert or plains, there is a 5% chance that a ghost mount will answer the magical summons.

We'll need to determine what spells can obtain one's services.

Ghost mounts are sometimes found among herds of ordinary wild animals, covered in their illusory life forms. In this way they hope to be captured and ridden, thus allowing them to bring more living creatures into the realm of the undead.

Add this to the org line?
 

I'm not sure on wraith vs ghost.

I guess SLA since that doesn't seem like the DC should get harder with HD advancement.

I think Ride checks should cover the throwing from saddle.

Sounds almost similar to one of the sheens mechanically. The roller, maybe?

It does seem a bit mean to have mount summon one of these. So I'm not quite sure what spell would be appropriate.

Yes on the org.
 

I'm not sure on wraith vs ghost.

I guess SLA since that doesn't seem like the DC should get harder with HD advancement.

I prefer a Su Camouflage-like SQ.

It does seem a bit mean to have mount summon one of these. So I'm not quite sure what spell would be appropriate.

Yes on the org.

Not wanting to be mean?!

Best be careful, or you'll be blackballed by the DMs Club. ;)
 

This isn't exactly what I was seeking, but we might be able to mine it for ideas...

Swift Glide (Ex): When moving its full base land speed, a tybor floats several inches off the ground. This allows a tybor to move unhindered through slick or dangerous terrain. A tybor may even run over the surface of water. This ability lasts as long as the tybor continues to move at its full base land speed, though if it is not on solid ground at the end of its turn, it will suffer the effects of whatever it is standing on. A tybor must move at least 20 feet in a straight line before it begins to glide, though it need not so in subsequent consecutive rounds when continuing to glide.

This was more what I was looking for, if we remove the gaseous bits:

Gaseous (Ex): A moor hound's insubstantial form grants it several benefits. A moor hound doesn't actually fly, but floats just above the ground. As a result, it is not subject to ground terrain effects, such as ice or a grease spell, but it is subject to winds as if it were a flying creature. It cannot wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings--even mere cracks. It also can occupy squares occupied by enemies.
 

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