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Water-Horse (Aughisky) conversion

Shade

Monster Junkie
Here's a conversion of an old Dragon Magazine version of the fabled water-horse, or Aughisky. Oddly, they never referred to it as the Aughisky in the original article.

Water-Horse
Large Shapechanger (Aquatic)
Hit Dice: 6d8+12 (39 hp)
Initiative: +1 (Dex)
Speed: 50 ft., swim 50 ft.
AC: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Attacks: Bite +5 melee
Damage: Bite 1d8+1
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Adhesive, alter self, bestow curse
Special Qualities: Darkvision 60 ft., SR 17, water breathing
Saves: Fort +7, Ref +6, Will +10
Abilities: Str 13, Dex 13, Con 15, Int 12, Wis 12, Cha 12
Skills: Concentration +6, Hide +1, Listen +11, Move Silently +5, Spot +11, Swim +9
Feats: Alertness, Iron Will, Weapon Focus (bite)
Climate/Terrain: Any land and aquatic
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)


This monster’s normal form is that of an unusually attractive light horse. The water-horse is found near fresh-water lakes and rivers, where it wanders in search of its unsuspecting prey. Often people may attempt to capture and ride it, which it allows with some ease; however, the rider(s) soon discovers that the skin of the water-horse is sticky and one cannot pull loose easily.

If captured somehow and forced to serve as a (unridden) draft animal, the water-horse has the carrying capacity of a heavy horse. It will constantly attempt to kill its master, however, unless controlled by magical means.

Water-horses speak Common and their own language.

Combat

The water-horse will generally try to lure unsuspecting victims to its adhesive hide, and while they struggle to get free, the water-horse will run into the body of water it is nearest to. Once submerged, the victim will begin to drown (see the Drowning Rule in the Dungeon Master's Guide) unless freed. They are particularly hated and feared, because they seem to prefer to attack children, who are more careless than adults and are easier prey.

Adhesive (Ex): The skin of the water-horse is sticky, holding fast any creatures or items touching it. Any creature that touches a water-horse is stuck fast unless the creature succeeds at a Reflex save (DC 15). A successful Strength check (DC 15) is needed to pry it off. A weapon that strikes a water-horse is also stuck fast unless the wielder succeeds at a Reflex save (DC 15).

Alter Self (Su): A water-horse can assume the shape of any Small or Medium-size humanoid. This works like alter self as cast by an 18th-level sorcerer, but the water-horse can remain in the chosen form indefinitely. It can assume a new form or return to its own as a standard action.

Bestow Curse (Sp): Once per day, the water-horse can cast bestow curse as the spell cast by a 9th-level Cleric (Will save DC 14). The water-horse usually only uses this ability if all other forms of attack fail against an opponent.

Water Breathing (Ex): A water-horse can breathe water as well as it can air.

Carrying Capacity: A light load for a water-horse is up to 200 pounds; a medium load, 201-400 pounds; a heavy load, 401-600 pounds. A water-horse can drag 3,000 pounds.

Source: Created by Roger E. Moore. Converted from "Dragon's Bestiary", Dragon Magazine #48, p.10.
 
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Shade

Monster Junkie
Thanks, Krishnath.

I hit submit to fast...the feats and skills aren't assigned yet. I am finishing it up now.
 

Shade

Monster Junkie
I found this while looking through the old posts and decided to give it the 3.5 treatment.

Water-Horse (Aughisky)
Large Magical Beast (Aquatic, Shapechanger)
Hit Dice: 6d10+12 (45 hp)
Initiative: +1
Speed: 50 ft. (10 squares), swim 50 ft.
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+11
Attack: Bite +7 melee (1d8+1)
Full Attack: Bite +7 melee (1d8+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Adhesive, spell-like abilities
Special Qualities: Amphibious, change shape, darkvision 60 ft., low-light vision, spell resistance 17
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 13, Dex 13, Con 15, Int 12, Wis 12, Cha 12
Skills: Bluff +5, Concentration +5, Disguise +9*, Hide +5, Jump +9, Listen +7, Move Silently +5, Spot +7, Swim +9
Feats: Alertness, Iron Will, Weapon Focus (bite)
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

A beautiful light horse walks by the lake. Its silky black coat glistens in the moonlight, almost as if it were wet.

This monster’s normal form is that of an unusually attractive light horse. The water-horse is found near fresh-water lakes and rivers, where it wanders in search of its unsuspecting prey. Often people may attempt to capture and ride it, which it allows with some ease; however, the rider(s) soon discovers that the skin of the water-horse is sticky and one cannot pull loose easily.

If captured somehow and forced to serve as a (unridden) draft animal, the water-horse has the carrying capacity of a heavy horse. It will constantly attempt to kill its master, however, unless controlled by magical means.

Water-horses speak Common and their own language.

Combat

The water-horse will generally try to lure unsuspecting victims to its adhesive hide, and while they struggle to get free, the water-horse will run into the neareast body of water. Once submerged, the victim will begin to drown (see the Drowning Rule in the Dungeon Master's Guide) unless freed. Water-horses are particularly hated and feared, because they seem to prefer to attack children, who are more careless than adults and are easier prey. A water-horse usually only uses its bestow curse ability if all other forms of attack fail against an opponent.

Adhesive (Ex): The skin of the water-horse is sticky, holding fast any creatures or items touching it. Any creature that touches a water-horse is stuck fast unless the creature succeeds on a DC 15 Reflex save. A successful DC 15 Strength check is needed to pry it off. A weapon that strikes a water-horse is also stuck fast unless the wielder succeeds on a DC 15 Reflex save. The check and save DCs are Constitution-based.

Spell-Like Abilities: 1/day--bestow curse (DC 15). Caster level 9th. The save DC is Charisma-based.

Amphibious (Ex): Although swater-horses are aquatic, they can survive indefinitely on land.

Change Shape (Su): A water-horse can assume the shape of any Small or Medium humanoid. In humanoid form, the water-horse loses its natural attacks. A water-horse can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a water-horse reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Skills: A water-horse has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A water-horse has a +4 racial bonus on Bluff and Disguise checks.

*When using its change shape ability, a water-horse gets an additional +10 circumstance bonus on Disguise checks.

Carrying Capacity: A light load for a water-horse is up to 200 pounds; a medium load, 201-400 pounds; a heavy load, 401-600 pounds. A water-horse can drag 3,000 pounds.

Source: Created by Roger E. Moore. Converted from "Dragon's Bestiary", Dragon Magazine #48, p.10.
 


Olly

First Post
This may sound like a stupid question, but what does Aughisky mean? Is it just an alternative name for the creature?
 
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