Rumblings from the North 02: New Monster (Chevallyor/Werehorse)

CHEVALLYOR (WEREHORSE)
Terrain:
Plains and Forests
Frequency:
Very Rare
Organization:
Solitary or Herd
Activity Cycle:
Diurnal
Diet:
Herbivorous
Intelligence:
11 – 15
Treasure:
M, Q, (C)
Alignment:
Neutral or Good
# Appearing:
1 or 4d6
Armor Class:
7 or Armor
Movement:
12, 18 (hybrid), or by horse breed
Hit Dice:
6 (27hp)
THACO:
15
Attack:
Hoof/Hoof/Bite (1d6/1d6/1d4)
Special Traits:
Summon Horses,
Immune to Mundane Weapons unless Silver,
Regeneration
Magic Resistance:
Fighter 6
Size:
L (8’)
Morale:
12
Experience:
975

Following the god wars, Uthin created the first humans from the wild horses of Erdegard.  As time went by, some of these earliest Thanesmen discovered the ability to transform into a horse, and later, a hybrid form of horse-man.  These men and women eventually separated from the others, and became a tribe unto themselves.  While the uninitiated incorrectly identify them as lycanthropes and call them werehorses, they have chosen to call themselves chevallyors.

A chevallyor’s standard form is human, and there are no identifying characteristics that would mark one while in human form.  They are able to take the form of a horse, and a hybrid form that resembles a centaur but with a horse’s head on its human shoulders.  Every breed of horse is represented among a chevallyor herd, though warhorses are more rare than others.  In any herd, there will be a mixture of breeds, with warhorses playing the role of protectors.  In a typical chevallyor herd, the male to female ratio is about even, and 25% of the total will be foals with 2 hit dice and no combat ability.  Since chevallyors are not true lycanthropes, they do not spread their condition to others through combat, but cross breeding with humans can produce an Arkon (see Wereborn).
Chevallyor are skittish and isolationist for a good reason.  Their misidentification as lycanthropes makes them targets of hate and fear from humans, humanoids and giants alike.  Their herds are only found in remote areas, such as near Saga Lake and the Horn Coast, the southern reaches of the Vanir Mountains and the plains south of the Mournwood.  Lone chevallyor, however, may be encountered in any area, following herds of wild horses or checking on domesticated horse populations to ensure their safety and equitable treatment.

Combat
Chevallyors fight with standard weapons and may use light forms of armor in human form.  In the horse form, they attack with two hooves and a bite per round.  In hybrid form, they can either fight with a weapon or with hooves and bite.  The weapons they choose often reflect the breed of horse the Chevallyor most resembles.  Warhorse Chevallyors prefer stout longbows and morning stars, while the smaller riding horse Chevallyors choose short bows and long swords or spears.


Each chevallyor may call normal horses to its aid if needed; 2d4 horses will arrive in 1d3 turns per chevallyor who chooses to call.  These will be wild horses in wilderness areas or domesticated horses in civilized areas.  70% of domesticated horses will be riding horses, 20% will be draft horses and the remaining 10% will be light warhorses.  Chevallyor are loath to call horses to their aid in battle, as they view horses as their charges to protect from men who would abuse them and humanoids that would eat them.

No comments:

Post a Comment