Yes indeed.BOZ said:Did you like my change shape?
Well, there are these:BOZ said:“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.”
Do we have something for commanding animals, besides charm spells (which this is more like a mind-affecting compulsion than a charm)? I’d say a paladin’s mount would be immune to this effect. No saving throw needed.
Essentially, yes. We can definitely include the carrying capacity entry like many monsters have.BOZ said:Is this stuff automatically covered under movement rules now?
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 up 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 miles 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.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.