Just to prove that I am a man of my word, it’s time to work on the Chevall.
Before going forward, there is one very important thing we need to determine. Is this a horse that can change into a centaur (Magical Beast) or a centaur that can change into a horse (Monstrous Humanoid)?
Module B10:
Chevall*
HORSE FORM* CENTAUR FORM
ARMOUR CLASS: 2 5
HIT DICE: 7* 7*
MOVE: 270’ (90’) 180’ (60’)
ATTACKS: 2 hooves/1 bite 2 hooves/1 weapon
DAMAGE: 1d6/1d6/1d8 1d6/1d6/by weapon
NO. APPEARING: (1-3) 0 (1-3)
SAVE AS: Fighter: 7 Fighter: 7
MORALE: 11 9
TREASURE TYPE: C C
ALIGNMENT: Neutral Neutral
XP VALUE: 850 850
A chevall is a creature which can change at will between two forms: an intelligent horse, and a powerful centaur.
Chevalls concern themselves with striving for the good of all horses. They often go about in horse form, checking on the welfare of horses in the service of humans, demi-humans and humanoids. If a chevall finds a horse which is unhappy with its lot (e.g. because of maltreatment or neglect) it will not rest until it has freed the animal. Chevalls hate wolves, and are the blood enemies of were-wolves.
Although animals such as dogs are wary of the scent of chevalls, horses have no fear of them. In either of their two forms, chevalls can talk to and understand horses, using sounds which, to human ears, are nothing more than neighs and whinnies. Using this whinnying language, a chevall can command any horse, wild or domesticated, to do its bidding. Once per day, a chevall can magically summon 1d3 war horses which arrive in 1d4 rounds.
While in centaur form, chevalls usually arm themselves with wooden clubs or short bows. In this form, they can speak the languages of humans (common) and centaurs as well as being able to speak with horses. In either of their two forms, chevalls may only be hit by silver or magical weapons.
AC9 Creature Catalouge:
Chevall*
Horse Form* Centaur Form
Armour Class: 2 5
Hit Dice: 7* 7*
Move: 270’ (90’) 180’ (60’)
Attacks: 2 hooves/1 bite 2 hooves/1 weapon
Damage: 1d6/1d6/1d8 1d6/1d6/by weapon
No. Appearing: 0 (1-3) 0 (1-3)
Save As: F7 F7
Morale: 11 9
Treasure Type: C C
Intelligence: 12 12
Alignment: Neutral Neutral
XP Value: 850 850
A chevall is a creature that can change at will between two forms: an intelligent horse, and a powerful centaur.
Chevalls concern themselves with striving for the good of all horses. They often go about in horse form, checking on the welfare of horses in the service of humans, demi-humans and humanoids. If a chevall finds a horse which is unhappy with its lot (e.g. because of maltreatment or neglect) it will not rest until it has freed the animal. Chevalls hate wolves, and are the blood enemies of werewolves.
Although animals such as dogs are wary of the scent of chevalls, horses have no fear of them. In either of their two forms, chevalls can talk to and understand horses, using sounds which, to human ears, are nothing more than neighs and whinnies. Using this whinnying language, a chevall can command any horse, wild or domesticated, to do its bidding. Once per day, a chevall can magically summon 1d3 war horses which arrive in 1d4 rounds.
While in centaur form, chevalls usually arm themselves with wooden clubs or short bows. In this form, they can speak the languages of humans (common) and centaurs as well as being able to speak with horses. In either of their two forms, chevalls may only be hit by silver or magical weapons.
GAZ1 – Grand Duchy of Karameikos
Chevall*
Horse Form* Centaur Form
Armour Class: 2 5
Hit Dice: 7* 7*
Move: 270’ (90’) 180’ (60’)
Attacks: 2 hooves/1 bite 2 hooves/1 weapon
Damage: 1d6/1d6/1d8 1d6/1d6/by weapon
No. Appearing: (1-3) 0 (1-3)
Save As: Fighter: 7 Fighter: 7
Morale: 11 9
Treasure Type: C C
Alignment: Neutral Neutral
XP Value: 850 850
The chevall was created by the Immortal Zirchev to be the protector of Horses in Traladaran lands. The chevall can change at will between horse and centaur forms.
Chevalls travel around the country observing horses in the service of humans and freeing those who are mistreated. Chevalls are fierce enemies of wolves and werewolves. They may speak with horses, in either horse or centaur form, and can magically summon 1d6 war horses (which arrive in 1d4 rounds) once per day.
Chevalls may only be hit by silver or magical weapons.
DMR2 – Creature Catalog
Chevall*
Horse Form* Centaur Form
Armor Class: 2 5
Hit Dice: 7* (L) 7* (L)
Move: 270’ (90’) 180’ (60’)
Attacks: 2 hooves/1 bite 2 hooves/1 weapon
Damage: 1d6/1d6/1d8 1d6/1d6/by weapon
No. Appearing: 0 (1-3) 0 (1-3)
Save As: Fighter: 7 Fighter: 7
Morale: 11 9
Treasure Type: C C
Intelligence: 12 12
Alignment: Neutral Neutral
XP Value: 850 850
A chevall is a creature that can change at will between two forms: an intelligent horse, and a powerful centaur.
Chevalls hate wolves, and are the instinctive blood enemies of werewolves. Although animals such as dogs are wary of the scent of chevalls, horses have no fear of them at all.
Chevalls concern themselves with striving for the good of all horses. They often go about in horse form, checking on the welfare of horses in the service of humans, demi-humans and humanoids. If a chevall finds a horse which is unhappy with its lot (for example, because of maltreatment or neglect) it will not rest until it has freed the animal.
In either of their two forms, chevalls can talk to and understand horses, using sounds which, to human ears, are nothing more than neighs and whinnies. Using this whinnying language, a chevall can command any horse, wild or domesticated, to do its bidding. Once per day, a chevall can magically summon 1d3 war horses which arrive in 1d4 rounds.
While in centaur form, chevalls usually arm themselves with wooden clubs or short bows. In this form, they can speak the languages of humans (Common) and centaurs, as well as being able to speak with horses. In either of their two forms, chevalls may only be hit by silver or magical weapons.
Chevalls have a bit of a sweet tooth, and many particularly like apples and other fruits, sweet pastries, and sugary fruit muffins.
Terrain: Mountain, Open, Settled, Woods.
Load: 4,000 cn at normal speed or 8,00 cn at half speed.
Barding Multiplier: x1.
Mystara MC:
Chevall
CLIMATE/TERRAIN: Nonarctic plains, forests, mountains
FREQUENCY: Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Very (11 - 12)
TREASURE: M, Q, (C)
ALIGNMENT: Neutral Good
NO. APPEARING: 1d3
ARMOR CLASS: 2 (as horse) 5 (as centaur)
MOVEMENT: 24 (as horse) or 18 (as centaur)
HIT DICE: 7
THAC0: 13
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1d6 (hoof)/ 1d6 (hoof)/ 1d8 (bite) or 1d6 (hoof)/ 1d6 (hoof)/ by weapon
SPECIAL ATTACKS: Summon and command Horses
SPECIAL DEFENCES: Silver or +1 or better magical weapons to hit
MAGIC RESISTANCE: Nil
SIZE: L (5' tall as horse, 7' - 8' tall as centaur)
MORALE: Elite (13) as centaur
XP VALUE: 650
This sylvan creature can change at will between two forms: an intelligent horse and a powerful centaur.
As a horse, a chevall may be any color (though a given individual does not change shades). It is typically as large as a tight war horse. In centaur form, it has the upper torso and arms of a human being and the lower body of a horse. This form tends to be somewhat smaller than most centaurs, on average, and its ears, unlike those of a standard centaur, are pointed and elfin.
In either form, a chevall can talk to and understand horses, using sounds which, to human ears, are nothing more than neighs and whinnies. Using this whinnying language, a chevall can command any horse, wild or domesticated, to do its bidding. A paladin's warhorse, and other unusual mounts with average intelligence or higher, are immune.
In centaur form, a chevall can speak Common, the language of centaurs, and woodland sylvan tongue.
Combat: As a horse, a chevall can kick and hire as noted above. In centaur form, it also bites, but usually wields a wooden club or short bow instead of kicking. In either form, it can only be harmed by silver weapons or magical weapons of +1 or better enchantment.
Once per day, a chevall can magically summon 1d3 medium war horses, which arrive in 1d4 rounds.
Habitat/Society: Chevalls strive to ensure the well-being of all horses. Once native to the plains, they now appear anywhere that wild or captive horses exist. They often go about in horse form. checking on the welfare of horses in the service of humans, demihumans, and humanoids. If a chevall finds a horse that is unhappy with its lot (because of maltreatment or neglect), the cheval will not rest until it has freed the animal.
A chevall travels alone or in groups of up to three. If three chevalls are encountered, there is a 50% chance the group is a mated pair and a foal (which has half the Hit Dice and inflicts half the damage of adult specimens).
Foraging sustains chevalls as they travel. They favor vegetables and grains, and may (in horse form) gain nourishment from grazing (although they consider grass a very bland food, and prefer tasty oats and barley). While they arc omnivorous by nature, most chevalls adhere to a vegetarian diet. This may stem from moral conviction or sheer habit.
Chevalls may accumulate some treasure during their travels. They often trade this for food and goods, bargaining with centaurs and other friendly creatures.
Ecology: Although animals such as dogs are wary of the scent of chevalls, horses never fear them. Chevalls hate wolves and arc the blood enemies of werewolves. According to chevall lore, chevalls were created long ago by an Immortal who wished to protect horses mistreated by their human masters.
Chevall Speed Table
Movement Horse form Centaur form
Walk 12 9
Trot 24 18
Canter 36 27
Gallop 48 36
A chevall can carry no more than 260 pounds and still travel at its full speed. A can travel at half speed while carrying up to 390 pounds, and can move at one-third speed while carrying uip to 520 pounds.
As noted in the Player's Handbook (Chapter 14), in a day of travel over good terrain, a creature can travel a number of mites equal to twice its normal movement rate (a trot); that is, a chevall in horse form can cover 48 miles. In dire circumstances, a chevall can push itself to a canter or gallop. A canter can be safely maintained for two hours, or a gallop for one hour, but then the chevall must walk for an hour before increasing its speed again. A chevall will not gallop if loaded with enough material to reduce its normal movement rate by half: nor will it canter or gallop while carrying a load which will reduce its normal movement rate to one-third normal.