MULE (Burro) [Wild Ass]

FREQUENCY: Common

FREQUENCY: Common ([Cold Civilized Hills], [Cold Civilized Swamp], [Cold Civilized Plains]), ([Cold Wilderness Hills], [Cold Wilderness Swamp], [Cold Wilderness Plains])
FREQUENCY: Rare ([Cold Civilized Mountains], [Cold Civilized Forest]), ([Cold Wilderness Mountains], [Cold Wilderness Forest])

FREQUENCY: Common ([Temperate Civilized Swamp], [Temperate Civilized Plains])
FREQUENCY: Rare ([Temperate Civilized Mountains], [Temperate Civilized Forest])

FREQUENCY: Common ([Temperate Wilderness Hills], [Temperate Wilderness Plains])
FREQUENCY: Rare ([Temperate Wilderness Mountains], [Temperate Wilderness Forest], [Temperate Wilderness Swamp])

FREQUENCY: Common ([Tropical Civilized Hills], [Tropical Civilized Swamp])
FREQUENCY: Uncommon ([Tropical Civilized Plains])
FREQUENCY: Rare ([Tropical Civilized Mountains], [Tropical Civilized Forest])

FREQUENCY: Common ([Tropical Wilderness Hills], [Tropical Wilderness Swamp], [Tropical Wilderness Plains])
FREQUENCY: Rare ([Tropical Wilderness Mountains], [Tropical Wilderness Forest])

NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 12"
HIT DICE: 3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 or 2 ~ 16
DAMAGE/ATTACK: 1-2/1-6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: [Neutral]
SIZE: L (6xhuman-size) <dj5.331>
LEVEL/X.P. VALUE: II | 35 + 3
<XP was missing from DMG>

SAVES: 13.14.15.16.16

Mules are generally sterile hybrids between horses && donkeys.
They are strong && agile, thus able to negotiate dungeons well in most cases.
Mules can be very stubborn and uncooperative at times, and they are
likely to bite || kick their own handler if in a contrary mood. <animal handling roll to avoid?>

They are not panicked by fire, but strange smells may cause them to bolt away, or begin to bray loudly.
A mule can carry 200# in weight at normal SPEED, 600# at one-half SPEED.

DSG: As mentioned in the MM, mules are somewhat reliable
supply mounts. Up to 2,000 gp of weight, evenly distributed
in saddlebags, does not encumber a mule. The animal has no
problems walking as far as any character. If more than 2,000 gp,
up to the maximum of 6,000, is carried, the mule travels at 1/2
speed and refuses to walk for more than eight hours a day.
There is a 50% chance that a mule can be persuaded to jump a
chasm that is six feet wide or less; a mule will never jump a wider
gap. If the die roll indicates failure, the mule cannot be persuaded
to change its mind about the obstacle before it. A mule never
jumps when carrying more than 2,000 gp of weight.

A mule can walk down stairways that are of average steepness,
and can also climb stairways that are of average steepness, or
even a little steeper. There is a 50% chance that a mule can be
persuaded to climb or descend a very steep slope. A mule can
keep its footing as well as a human. If a slope requires characters
to use their hands to climb or descend, the slope is too steep for a
mule.

A mule swims fairly readily, and jumps from a height of up to six
feet to enter water. There is a 90% probability that a mule is willing
to perform one of these tasks. Again, if loaded with more than
2,000 gp, however, the mule refuses to enter the water. A swimming
mule travels at a rate of 3“ per round.

When mules are traveling in a string, all of the mules follow the
leader. Thus, if the leading mule agrees to perform one of the
above tasks, the others automatically follow. If the leader
refuses, the PCs can unhitch the leader from the string and check
for the second mule in line (now the leader of the string). The old
leader does not change his mind even if all the other mules proceed.
As mentioned in the Monster Manual, mules tend to be very jittery
when exposed to strange smells. If a mule is alarmed by an
odor, it might bolt away (25% chance), begin to bray in panic
(25% chance), freeze in place (25% chance), or continue to function
normally (25% chance). If a group of mules is involved, a single
check is made to determine the group’s reaction, so all of the
mules bolt, bray, etc.

When walking on stone, mules make even more noise than
characters clinking along in plate mail. Normally this noise is
audible to a distance of 360 feet. If characters wrap leather or
cloth boots around the hooves of the mules, this distance is
reduced to 90 feet. Such muffles must be replaced daily, however,
so it is impractical to muffle the hooves of mules for weeks
on end. A party employing mules can always be followed, for
obvious reasons.
 

WSG: MAX. LOAD : 5,000/7,500

NORMAL: 12"/6"
RUGGED: 9"/6"
HEAVY: 6"/3"
* miles per 8 hours
** 1/2 of current move" = # of hrs. of stamina (cf. WSG.32)

FIRE: 6/11/- <>
WEATHER: 6/12/-
NOISE: 6/11/-
ODOR: 7/12/- <camels: dj5.331>
OTHER: 6/10/12
(notice/agitate/panic)

MEAT: 6 rations (20 if a full day is spent butchering the mule)
COST: 20 g.p.

CART, SMALL: normal terrain at 12", rugged terrain at 7" (max. load: 600#)
CART, MEDIUM: normal at 10", rugged at 6" (max. load: 750#)
* miles per 8 hours
 

WSG: Although it is a much hardier && stronger animal than a
horse, the mule’s advantage in this regard is offset by its slower
movement rate over normal terrain. But it travels over rugged and
very rugged terrain at least as well as a horse, and because its
carrying capacity is greater that that of most horses it is often the
best animal to take on a journey through potentially treacherous
terrain.

Every animal has a personality all its own (see below), but
mules are particularly noted for their capriciousness -- which
usually manifests itself in stubbornness. A character may be frustrated,
but should not be surprised, if his mule decides to remain
rooted to one spot for half an hour or longer. A character can get a
stubborn mule to MOVE (without causing injury to the animal) by
making a STR Check. But the mule, if it still feels stubborn,
will only take a few steps before pulling up short again -- and
making a long succession of Strength Checks can get very tedious
for everyone involved; it is usually better simply to wait until
the mule decides to move again.

A mule normally needs the same amount of food (plants or
grain) and water as a horse does, but it can be kept on threefourths
normal rations for as many as three consecutive days before
suffering any adverse effects.
 

SA: Also, I {wish} to correct another error that appeared in my first column concerning mules.
For some strange reason I kept thinking they were donkeys.
Mules can carry what a warhorse is supposed to**,
but once you get them down in a dungeon they are not going to want to TURN comers and such.
Everything else I said in that answer I still stand behind.
If I have greatly upset anyone by my answer, I meant no {harm}. I
am only tackling a huge column as a 1st-level writer. So please bear
with me. If I make a mistake, I will gladly correct it in a later column.
    (**Correction: 'warhorse' is like a template on a light, medium, or, heavy horse.
        'warhorse' has no effect on carrying capacity.
        a light, medium, or, heavy horse is turned into a 'warhorse' by use of the Animal Training proficiency)



 

WILD ASS