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