Suped-up Monsters and NPCs: Mountaindell and more (updated 04/22/04)

Hey Iron Sheep,

Thanks for the props in your first post.

Great stuff here (I love the Black Brambles). Between, you, myself, and ConnorSB, we should be able to provide the EN World community with more monsters than they can shake a stick at. :D

I love the menu idea you used in your first post with links to all the monsters. Mind if I borrow that for my thread?

Dirge
 
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BLACKDIRGE said:
Thanks for the props in your first post.

You're welcome.

I've been a fan of your stuff ever since I discovered it last year. I've been meaning to post on your thread to let you know that I used a few of your creatures in a high-level one-off where the players were messing around with monster classes from Savage Species. Blisterspit was the first creature I threw at them and it didn't even last two rounds :(

And ConnorSB's stuff is nice, although I haven't had a chance to use any of his creations in my games yet.

BLACKDIRGE said:
Great stuff here (I love the Black Brambles).

Thanks!

I described the Black Brambles to my wife last night, and she thinks I'm a sick, sick (and very geeky) man. But since she gave my PC a major smack-down with a CR 19 hill giant barbarian in her last game session, I know that she means it in the nicest possible way. :)

BLACKDIRGE said:
Between, you, myself, and ConnorSB, we should be able to provide the EN World community with more monsters than they can shake a stick at. :D

I love the menu idea you used in your first post with links to all the monsters. Mind if I borrow that for my thread?

Go right ahead! Anything to make it easier for DMs to find what they need to make their players' lives miserable and their character's lives short. ;)

In fact, I was thinking this morning that it would be nice to have a sticky thread where people could keep a menu of links to their creations if they wanted to so that DMs could have one-stop suped-up monster shopping.

Keep up the good work!

Regards,
Corran
 

Ankerika

One of the big bad guys in my campaign is a succubus who is manipulating a lot of things behind the scenes. As yet, the PCs have had no interaction with her and don't even know she exists. However, Lela's post in Blackdirge's thread inspired me to stat it out.

Now I need to stat out her sister...

----
Ankerika, Advanced Half-Fey Succubus Fiend of Blasphemy 6
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 12d8+6d8+36 (120 hp)
Initiative: +4
Speed: 30 ft., fly 50 ft. (good)
AC: 29 (+4 Dex, +4 armour, +2 deflection, +9 natural), touch 16, flatfooted 25
Base Attack/Grapple: +16/+16
Attack: +1 wounding rapier +21 melee (1d6+1/18 and 1 Con); or claw +20 melee (1d6); or +1 longbow +21 ranged (1d8/x3)
Full Attack: +1 wounding rapier +21/+16/+11 melee (1d6+1/18 and 1 Con); or 2 claws +20 melee (1d6); or +1 longbow +21/+16/+11 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, fiend of blasphemy spells, kill cultist, spell-like abilities, summon tanar'ri, torture cultist
Special Qualities: Blood oath, damage reduction 10/cold iron or good, darkvision 60 ft., immunity to enchantment spells, electricity and poison, locate cultist, mind shielding, resistance to acid 10, cold 10 and fire 10, scry on cultist, spell resistance 18, sponsor worshipper, telepathy 100 ft., tongues, transfer spell-like ability, undetectable alignment
Saves: Fort +15, Ref +17, Will +20
Abilities: Str 10, Dex 18, Con 14, Int 16, Wis 26, Cha 42.
Skills: Bluff +33, Concentration +20, Diplomacy +29, Disguise +31* (+33 acting), Escape Artist +19, Hide +16, Intimidate +33, Knowledge (religion) +21, Listen +31, Move Silently +16, Search +18, Sense Motive +23, Spellcraft +9, Spot +31, Survival +8 (+10 following tracks), Use Rope +4 (+6 with bindings)
Feats: Ability Focus (energy drain), Blind-Fight, Combat Expertise, Dodge, Leadership, Mobility, Persuasive, Weapon Finesse
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 17
Alignment: Chaotic Evil
Possessions: +4 bracers of armour, +2 ring of protection, +1 wounding rapier, +1 longbow, +6 cloak of charisma, +4 periapt of wisdom, +2 gloves of dexterity

Ankerika is the result of the union between the demon prince Graz'zt and a nymph. Raised with her twin sister in her father's court, she not only survived the intrigues and power plays, but flourished. However, she always felt that her sister, Kanz'ztera, was her father's favourite, and eventually this smouldering jealousy erupted into blazing love-hate relationship. After several unsuccessful attempts to assassinate her sister, and surviving several relatiatory strikes from Kanz'ztera, Kanz'ztera won the politcal contest between the two of them in the court of Graz'zt.

Forced to flee, Ankerika resolved to become a power in her own right, a demon princess to rival her father. She found her way to the prime material plane, where she started a false cult as an initial power base. Since that time she has grown in power, harvesting the souls of her followers and basking in their worship of her, allowing her to carve out a small realm in the Infinite Layers of the Abyss. Ankerika has played her hand in a savvy fashion, earning favours from more powerful demons, appearing strong enough to not be worth the effort of eliminating, but not threatening enemies until she is strong enough to deal with them on her own terms. Her ambiguous, ever-changing relationships with her father and sister are an important part of her strategy, as her enemies always have to fear that a move against her will provoke Graz'zt, but those who are allied with Graz'zt do not know if they are safe from her.

Ankerika's natural form is similar to most other succubi, however her features are fairer and more elfin than is typical. Her demonic nature is betrayed by her bat wings, and her six-fingered hands. When outside her estate she rarely uses her natural form, often appearing as a stunningly beautiful elf of half-elf maid.

Combat

Ankerika avoids direct melee if at all possible, preferring to flee while letting her minions deal with any threats if at all possible. If forced into combat, she casts bear's endurance and bull's strength on herself, and tries to use her spell-like abilities to turn as many of her enemies into allies as she can.

Energy Drain (Su): Ankerika drains energy from a mortal she lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, Ankerika must start a grapple, which provokes an attack of opportunity. Ankerika’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from Ankerika. The victim must succeed on a DC 34 Will save to negate the effect of the suggestion. The DC is 34 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Spell-Like Abilities (Succubus): At will—charm monster (DC 30), detect good, detect thoughts (DC 28), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 29), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.

Spell-Like Abilities (Half-Fey): At will-charm person (DC 27). 3/day-detect law, protection from law (DC 27). 1/day-dominate person (DC 31), enthrall (DC 28), eyebite (DC 32), geas/quest, glitterdust (DC 28), hypnotism (DC 27), mass charm (DC 34), mass invisibility, suggestion (DC 29). Caster level 18th. The save DCs are Charisma-based.

Summon Demon (Sp): Once per day Ankerika can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

Fiend of Blasphemy Spells (4+1/4+1/2+1/2+1/2+1, save DC = 18 + spell level): 1st-bane, detect good, doom, protection from good*, sanctuary; 2nd-bear's endurance, bull's strength, darkbolt*, hold person, silence; 3rd-dispel magic (x2), magic circle against good*; 4th-discern lies, lesser planar ally, unholy blight*; 5th-dispel good, Evard's black tentacles*, slay living.
*domain spell

Fiend of Blasphemy Domains: Darkness, Evil.

Mind Shielding (Su): Ankerika is immune to detect thoughts and discern lies.

Tongues (Su): Ankerika has a permanent tongues ability (as the spell, caster level 12th). Ankerika usually use verbal communication with mortals.

Transfer Spell-Like Ability (Su): Ankerika can grant a cult member who has sworn a blood oath access to her spell-like abilities. This is similar to the spell transfer spell ability, except that spell-like abilities are transferred instead of spells.

Undetectable Alignment (Su): Ankerika's alignment is constantly concealed from all forms of divination, as the undetectable alignment spell.

Skills: Succubi have a +8 racial bonus on Listen and Spot checks.
*While using her alter self ability, Ankerika gains a +10 circumstance bonus on Disguise checks.


Notes: For more on the Fiend of Blasphemy prestige class, see the Fiend Folio.
 
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Iron Sheep said:
And ConnorSB's stuff is nice, although I haven't had a chance to use any of his creations in my games yet.

Thanks! Your feral ogre caught my eye. I never thought about ogres.... pouncing.
 

ConnorSB said:

You're welcome!

There's quite a good chance that I'll steal your hobgoblin marshal for my game: the hobgoblins are currently at war with the main human kingdom in the region, so if the PCs decide to go help with that I'll be needing bad guys like him.

ConnorSB said:
Your feral ogre caught my eye. I never thought about ogres.... pouncing.

Indeed. In my mind I imagine their charge as being something like a bear's lumbering run, until they reach their target and leap, revealing their foot-long claws...

A feral ogre with a few barbarian levels is quite scary, too.

Regards,
Corran
 

Thanks Iron Sheep. That Succubus really looks to be a great longterm monster! I think I might even have a couple places she could play IMC.
 

Kanz'ztera

This is Ankerika's twin sister, a half-fiend nymph, as opposed to a half-fey succubus. She's somewhat more powerful than Ankerika, but if my PCs ever run in to Ankerika, they will at least hear about her sister.

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Kanz'ztera, Advanced Half-Fiend Nymph Thrall of Graz'zt 10
Medium Outsider (Chaotic, Evil, Extraplanar, augmented fey)
Hit Dice: 12d6+10d6+66 (142 hp)
Initiative: +14
Speed: 30 ft., fly 30 ft. (average), swim 20 ft.
AC: 40 (+10 Dex, +8 armour, +11 deflection, +1 natural), touch 31, flatfooted 29
Base Attack/Grapple: +11/+12
Attack: +1 souldrinking dagger +22 melee (1d4+2/19 and level drain); or claw +21 melee (1d4+1)
Full Attack: +1 souldrinking dagger +22/+17/+12 melee (1d4+2/19 and level drain); or 2 claws +21 melee (1d4+1) and bite +16 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, smite good, spell betrayal +5d6, spells, spellstrike +2d6, spell-like abilities, stunning glance, summon major demon
Special Qualities: Damage reduction 10/cold iron and magic, dark charisma, darkvision 60 ft., immunity to poison, low-light vision, resistance to acid 10, cold 10, electricity 10 and fire 10, spell resistance 32, unearthly grace, wild empathy +25
Saves: Fort +21, Ref +32, Will +35
Abilities: Str 12, Dex 30, Con 16, Int 20, Wis 28, Cha 32.
Skills: Bluff +40, Concentration +28, Diplomacy +48, Escape Artist +30, Gather Information +17, Handle Animal +16, Heal +9, Hide +32, Intimidate +19, Knowlegde (arcana) +15, Knowlegde (religion) +15, Knowlegde (the planes) +15, Listen +29, Move Silently +32, Perform +15, Ride +12, Search +15, Sense Motive +34, Spellcraft +32, Spot +29, Swim +9, Use Rope +10 (+12 with bindings)
Feats: Combat Expertise, Epic Reputation, Improved Initiative, Irresistable Gaze, Piercing Gaze, Thrall to Demon, Violate Spell, Weapon Finesse.
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 21
Alignment: Chaotic Evil
Possessions: +8 bracers of armour, +1 souldrinking dagger, +6 gloves of dexterity, +6 periapt of wisdom, +6 cloak of charisma, hat of disguise.


Kanz'ztera is the result of the union between the demon prince Graz'zt and a nymph. Raised with her twin sister in her father's court, she quickly determined that the route to power and influence was through her father's patronage. Rivalry between her and her sister, Ankerika, over her father's affections eventually erupted into blazing love-hate relationship. After her Ankerika made several unsuccessful attempts upon her life, Kanz'ztera turned the court of Graz'zt against her sister and forced Ankerika to flee.

Kanz'ztera swore herself to her father's service and has become one of his more powerful and influential agents. When not participating in the intrigues of Graz'zt's court, she is often sent to act as her father's representative to other powerful demons when he seeks favours, alliances, treaties or, most commonly, to set them up for betrayal. She also acts as his emissary to the more powerful and favoured members of his cults on the prime plane, or to seek retribution against those who have harmed his causes. Kanz'ztera is a powerful spellcaster in her own right, and she rarely travels without a guard of several powerful demons.

Although loyal to her father for the time being, Kanz'ztera knows that there must come a time when her personal power begins to rival that of her father, and she is preparing for when that time comes. Ideally she hopes to usurp Graz'zt and take on his mantle of power, but failing that she plans to escape and ally herself with her sister or a powerful demon lord. Kanz'ztera has built up a group within those who serve Graz'zt who owe her favours, or who are loyal to her before her father to protect her during the coming power struggle.

Kanz'ztera has the unearthly beauty and grace of a nymph, but her heritage is betrayed by her wings, her claws and fangs, and her glowing red eyes. Like her father, she has six fingers on each hand, and skin of ebony.


Combat:

Kanz'ztera does not enter melee combat if she can avoid it, preferring to flee if pressed. Kanz'ztera hangs back and use her offensive spells against enemies in melee against her minions, with her spellstrike ability dealing additional damage. A favourite tactic is to stun a creature with her stunning glance, and then use her spell betrayal ability on them.

If forced into melee she either uses her souldrinking dagger, or casts greater magic fang upon herself and uses claws and teeth.

Blinding Beauty (Su): This ability affects all humanoids within 30 feet of Kanz'ztera. Those who look directly at Kanz'ztera must succeed on a DC 27 Fortitude save or be blinded permanently as though by the blindness spell. Kanz'ztera can suppress or resume this ability as a free action.
The save DC is Charisma-based.

Spell Betrayal and Spellstrike (Su): When casting a damage dealing spell at a target which is denied its Dexterity bonus to armour class, Kanz'ztera deals an extra 5d6 damage with the spell. When casting a damage dealing spell at a target who is threatened in melee, Kanz'ztera deals an extra 2d6 damage with the spell.

Spell-Like Abilities (Half-fiend): 3/day-darkness, poison (DC 25), unholy aura (DC 29). 1/day-blasphemy (DC 28), contagion (DC 24), desecrate, destruction (DC 28), horrid wilting (DC 29), summon monster IX (fiends only), unhallow, unholy blight (DC 25). Caster level 22nd. The saves are Charisma-based.

Spell-Like Abilities (Nymph): 1/day—dimension door. Caster level 7th.

Spell-Like Abilities (Thrall of Graz'zt): At will—charm (DC 20). Caster level 10th. The save is Wisdom-based.

Spells: Kanz'ztera casts divine spells as a 13th-level druid.
Typical Druid Spells Prepared (6/7/7/6/6/5/3/2, save DC 19 + spell level): 0-detect magic (x2), guidance, know direction, read magic (x2). 1st-cure light wounds, entangle, faerie fire, longstrider, pass without trace, produce flame, speak with animals. 2nd-bear's endurance, bull's strength, fog cloud, lesser restoration, resist energy, spider climb, violated produce flame. 3rd-call lightning, cure moderate wounds, greater magic fang, poison, violated chill metal, violated heat metal. 4th-command plants, dispel magic, freedom of movement, rusting grasp, scrying, violated call lightning. 5th-baleful polymorph, death ward, violated flame strike (x2), wall of flame. 6th-greater dispel magic, transport via plants, violated call lightning storm. 7th-fire storm, heal.

Stunning Glance (Su): As a standard action, Kanz'ztera can stun a creature within 60 feet with a look. The target creature must succeed on a DC 29 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Summon Major Demon (Sp): 1/day-summon a demon of up to 10 HD as summon monster. Caster level 15th.

Unearthly Grace (Su): Kanz'ztera adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that Kanz'ztera has a +12 racial bonus on the check.

Skills: Kanz'ztera has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.


Notes: The Thrall of Graz'zt prestige class can be found in the Book of Vile Darkness.
 
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Grafted War Deinonychus

The players in the Mountaindell campaign are currently facing a group of yuan-ti. This is a mount that they'll be using against the PCs if they try a frontal attack.

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Grafted War Deinonychus
Large Animal
Hit Dice: 5d8+30 (52 hp)
Initiative: +2
Speed: 70 ft.
AC: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+12
Attack: Talons +8 melee (2d6+6)
Full Attack: Talons +8 melee (2d6+6) and 2 foreclaws +3 melee (1d3+3) and bite +3 melee (2d4+3 and poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, pounce
Special Qualities: Combative mount, low-light vision, scent
Saves: Fort +10, Ref +6, Will +3
Abilities: Str 22, Dex 15, Con 22, Int 2, Wis 14, Cha 10
Skills: Hide +9, Jump +28, Listen +12, Spot +12, Survival +11
Feats: Run, Track
Environment: Warm forests
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 6-9 HD (Large)


Created from the twisted experiments and breeding programs of the yuan-ti, the grafted war deinonychus is a powerful mount. The natural ferocity and cunning of the deinonychus have been enhanced in this beast, and poison fangs have been grafted into its mouth.

A war deinonychus is bright green along its back and flanks, with a much lighter shade of the same color on its underside. The body has darker spots or stripes. Its tail extends straight out behind itself, held aloft by an intricate structure of bony supports, thus allowing its weight to be carried entirely by the back legs. It weighs about 600 pounds.

The market price for a war deinonychus is 8475 gp.


Combat

A grafted war deinonychus uses a combination of speed, grasping forearms, large teeth dripping with venom, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack.

Poison (Ex): bite, Fort DC 17 for 1d6 Con primary and secondary.

Pounce (Ex): If a war deinonychus charges, it can make a full attack.

Combative mount (Ex): A rider on a trained warbeast gets a +2 circumstance bonus on all Ride checks. A trained warbeast is proficient with light, medium and heavy armour.

Skills: A war deinonychus has a +8 racial bonus on Hide, Jump, and Survival checks. It has a +9 racial bonus on Listen and Spot checks.
 
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Ti-khana War Seismosaurus

I won't be using this against my players, however...

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Ti-khana War Seismosaurus
Colossal Magical Beast (Augmented Animal)
Hit Dice: 33d8+375 (523 hp)
Initiative: +0
Speed: 30 ft.
AC: 16 (-8 size, +0 Dex, +14 natural), touch 2, flat-footed 16
Base Attack/Grapple: +33/+65
Attack: Tail slap +41 melee (8d8+24)
Full Attack: Tail slap +41 melee (8d8+24) and bite +36 (4d6+8 and poison)
Space/Reach: 30 ft./30 ft.
Special Attacks: Poison, psionics, trample
Special Qualities: Combative mount, darkvision 60 ft., low-light vision, scent, spell resistance 28
Saves: Fort +29, Ref +16, Will +13
Abilities: Str 43, Dex 11, Con 32, Int 3, Wis 16, Cha 14
Skills: Listen +23, Spot +23
Feats: Alertness, Awesome Blow, Diehard, Endurance, Improved Bull Rush, Improved Natural Attack, Power Attack, Run, Toughness x4
Environment: Warm forests, plains, hills and marsh
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 34-65 HD (Colossal)


The massive ti-khana war seismosaurus is a creation of insane yuan-ti mages in ancient jungle cities. When equipped with a howdah it makes an excellent platform for archers and mages. Its thunderous tail slap and deadly venom make it a fearsome opponent, without even considering its psionic abilities.

Fortunately for those who oppose the yuan-ti, the expense and effort required to feed and train a ti-khana war seismosaurus are prohibitive except for the wealthiest or most dedicated yuan-ti cults.

A ti-khana war seismosaurus looks much like a normal seismosaurus, although its mouth sports two huge snake-like fangs. They are slightly larger than a normal seismosaurus, making them amongst the largest creatures to stride the land.


Combat

More than a dumb beast, the ti-khana war seismosaurus has a dim, evil intellect and can be a cunning combatant. They usually follow their rider's commands, but when acting on their own they love to close and then activate their aversion ability, taking attacks of opportunity against fleeing foes as it chases them down and tramples them underfoot.

Poison (Ex): bite, Fort DC 37 for 1d6 Con primary and secondary.

Psionics (Sp): At will--detect poison, aversion (Will DC 17). Caster level 19th and 16th, respectively.

Trample (Sp): As a standard action a ti-khana war seismosaurus can trample opponents of Gargantuan size or smaller. This attack does 10d10+24 bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 41) for half damage.

Combative mount (Ex): A rider on a trained warbeast gets a +2 circumstance bonus on all Ride checks. A trained warbeast is proficient with light, medium and heavy armour.

Skills: A ti-khana war seismosaurus has a +1 racial bonus on Listen and Spot checks.
 

Elite Goblin Worg-rider

The next few monsters I post will be utility characters that almost anyone can find a place for in their game: nothing special template-wise, but a little tougher than the usual opponents.

Most of these came from a hobgoblin invasion in my campaign.

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Elite Worg-rider, Goblin Ftr 3
Small Humanoid (Goblinoid)
Hit Dice: 3d10+6 (26 hp)
Initiative: +3
Speed: 20 ft.
AC: 20 (+1 size, +3 Dex, +5 breastplate, +1 shield), touch 14, flatfooted 17
Base Attack/Grapple: +3/+0
Attack: Small masterwork lance +6 melee (1d6+1/x3, triple damage on mounted charge); or small longsword +4 melee (1d6+1/19-20, double damage on mounted charge); or alchemist's fire +7 ranged (1d6 fire)
Full Attack: Small masterwork lance +6 melee (1d6+1/x3, triple damage on mounted charge); or small longsword +4 melee (1d6+1/19-20, double damage on mounted charge); or alchemist's fire +7 ranged (1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +4, Will +0
Abilities: Str 12, Dex 16, Con 15, Int 10, Wis 6, Cha 11
Skills: Intimidate +5, Move Silently +3, Ride +13
Feats: Mounted Combat, Ride-by Attack, Spirited Charge, Weapon Focus (lance)
Environment: Temparate plains
Organization: Gang (1 with 4--9 goblins and worg mounts), Warband (10--24 with worg mounts) or as part of goblin tribe.
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Neutral Evil
Possessions: masterwork small lance, small long sword, small light shield, small breastplate, 10 flasks of alchemist's fire (usually in worg's saddlebags).


Leaders within their goblin tribes, elite worg-riders strike fear into the hearts of the average villager. Trained from birth, they are masters of mounted combat and are easily as tough as the mounts they ride.

Elite worg-riders speak goblin and worg.

Combat

Elite worg-riders are most effective when charging using ride-by attack with a lance: a typical blow will down most opponents they are likely to face, and a critical is devestating (quintupling the damage from the lance). When there is no immediate target they will throw their flasks of alchemist's fire. When attacking a village or town, they will use the alchemist's fire to set buildings alight and spread fear amongst the commoners. Only if they are dismounted will they resort to using their swords.

Once per round the worg-riders can attempt to negate a hit on their mount using the Mounted Combat feat. To do this they need to make a ride check higher than the attack roll against their mount.
 

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