The UPS and DOWNS of riding high
by Roger E. Moore


 
Alignment Diet and feeding habits Advantages Disadvantages Carrying capability
Dragon Flying Mounts (WSG) - Best of Dragon, Vol. IV Dragon 50

One of the most interesting things one can acquire in an
AD&D™ adventure is a flying mount. Covering long distances at
high speeds and engaging in aerial combat with other flying
opponents (shades of the Battle of Britain!) is a lot of fun and
adds a lot of excitement to the game. The flip side of the coin, of
course, is the expense in feeding, housing, and training your
steed (and minor annoyances such as falling off the saddle a
quarter mile up...). A lot of things must be considered when
choosing a winged mount before you actually get off the
ground.

A check through the Monster Manual reveals a large number
of creatures capable of flight, but few of those are capable of
being ridden into the sky. Generally, winged humanoids, creatures smaller than man-size, and levitating monsters make poor
mounts. Harpies, Pixies, and Pseudodragons can also be
dropped from the list. Creatures which would carry passengers
only in their claws (such as Giant Eagles and Perytons) can be
left out, as can most monsters from the outer planes (Ki-Rin,
Couatl, demons, devils). Continued use of a Lammasu mount
(especially against its will) might draw a lightning bolt from an
angry god, so it is not a viable choice either.
The process of careful elimination still leaves a fair number of
creatures that enterprising characters could use as steeds.
Some of the most promising (and others not so promising, but at
least possible) are examined in this article. The Monster Manual
and the DM’s imagination will provide more information as
needed.

TABLE OF POSSIBLE AERIAL MOUNTS
 
Creature Alignment Diet Advantages Disadvantages Max. wg. (gp) 
carried at full speed
Full speed Max. wt. (gp) 
carried at half speed
Half speed
Chimera CE C 5, 61, 8, 14 1, 2, 3, 5, 6, 7, 9, 12, 13, 16 4,500 18" n/a n/a
Dragon, White CE C 2, 4, 5, 6, 7, 8, 11, 12, 14, 15 1, 2, 3, 6, 7, 9, 12, 13 6,000 30" 12,000 15
Dragon, Black CE C 2, 4, 5, 6, 7, 8, 12, 14, 15 1, 2, 3, 6, 7, 9, 12, 13 9,000 24" 18,000 12
Dragon, Green LE C 2, 4, 5, 6, 7, 8, 12, 14, 15 1, 2, 3, 6, 7, 9, 12, 13 12,000 24" 18,000 12
Dragon, Blue LE C 2, 4, 5, 6, 7, 8, 12, 14, 15 1, 2, 3, 6, 7, 9, 12, 13 15,000 24" 30,000 12
Dragon, Red CE C 2, 4, 5, 6, 7, 8, 12, 14, 15 1, 2, 3, 6, 7, 9, 12, 13 18,000 24" 36,000 12
Dragon, Brass CG (N) C 2, 4, 5, 6, 7, 8, 12, 14, 15 1, 2, 3, 6, 7, 9, 12, 13, 14 9,000 24" 18,000 12
Dragon, Copper CG (N) C 2, 4, 5, 6, 7, 8, 12, 14, 15 1, 2, 3, 6, 7, 9, 12, 13, 14 12,000 24" 24,000 12
Dragon, Bronze LG C 2, 4, 6, 7, 8, 12, 14, 15 1, 2, 3, 6, 7, 9, 12, 13, 14 15,000 24" 30,000 12
Dragon, Silver LG C 2, 5, 6, 7, 8, 12, 14, 15 2, 3, 4, 6, 9, 122, 13, 14 18,000 24" 36,000 12
Dragon, Gold LG S 2, 5, 6, 7, 8, 10, 11, 12, 14, 15 2, 3, 4, 6, 9, 122, 13, 14 21,000 30" 42,000 15
Griffon 


 

N C 1, 3, 5, 6, 9, 11 1, 7, 13 5,500 30" 8,000 15
Hippogriff 

N O 3, 9, 11 7 4,000 36" 6,000 18
Manticore LE S 5, 6, 14 3, 5, 6, 7, 9, 10, 11, 13, 16 3,000 18" n/a n/a
Nightmare NE S 2, 5, 6, 8, 10, 11, 13, 14 2, 3, 7, 8, 9, 11, 12 n/a n/a n/a n/a
Pegasus


 

CG H 1, 2, 3, 9, 11, 14 1, 9, 13 4,000 48" 6,500 24
Pteranodon N C 3 15, 16 2,500 15" n/a n/a
Roc N C 1, 5, 6, 9, 11, 15 1, 3, 6, 7, 13 100,000 30" 200,000 15
Androsphinx 

CG O 2, 5, 6, 7, 8, 9, 11, 14 2, 6, 9, 14 7,500 30" 9,500 15
Criosphinx 

 

N O 2, 5, 6, 9, 14 2, 6, 12 7,000 24" 9,000 12
Gynosphinx


 

N O 2, 5, 6, 7, 9, 14 2, 6, 12 5,000 24" 8,000 12
Hieracosphinx CE S 5, 6, 9, 11, 14 2, 3, 6, 7, 9, 11, 12 7,000 36" 8,500 18
Wyvern NE C 5, 6, 15 1, 3, 6, 7, 9, 10, 13 10,000 24" 20,000 12

Notes on alignment
A creature’s alignment may be taken as a broad indicator of its
temperament and may be used in dealing with the creature’s
upkeep. Lawful creatures will respond well to regular patterns of
feeding, sleeping, exercise, etc. A late lunch will anger a Manticore more than it will a Pegasus. Likewise, chaotic creatures wilt
often resist such regular feeding schedules, and may eat at odd
times of the day, when the whim moves them. Neutral creatures
usually have a fairly regular schedule, eating when they are
hungry and sleeping when they are tired, but will not adhere to a
schedule as strictly as lawful beasts will.


 

Good creatures respond to kindness, care, and favorable attention; they see themselves as worthy of such attention and will
respond with reciprocal care and friendliness if well treated. Evil
creatures respond better to fairly harsh, strong-fisted managers; this may be perceived by the creature as an indicator that its
master still perceives it as a tough customer, but at the same
time that its master will not be pushed around, Unnecessarily
cruel (“inhuman”?) treatment will anger evil creatures just as it
will good ones, but may draw a more positive, respectful response from the evil ones nevertheless. Evil monsters respect
power more than they do gentleness. Neutral monsters would
respond well to a combination of the two approaches.

Only a Wish may alter a creature’s alignment to any lasting
degree, and the complications which could arise from such an
alignment change should be seriously considered before it is
attempted. An evil creature suddenly made good or neutral may
become withdrawn from suddenly feeling guilt for its past misdeeds; it may not be recognized as a good creature by those who
lay eyes on it (do you usually think of a Chimera as good?), and
as a result may undergo another alignment change if it is treated
as if it were still evil.

Conversely, a good creature made to turn evil may become
extremely evil indeed, intending to make up for all the goodness
it remembers it has done in the past. It may mask its true nature
and seek to pervert its relationships with other good creatures,
and might conceal the truth from its master as well.
A neutral creature which shifts to either good or evil behavior
might likewise go to the extreme in either case, to “make up for
lost time.”

Diet and feeding habits

Monsters identified by a “C” under the “Diet” column on the
chart are carnivorous; they subsist on meat, usually freshly
killed and uncooked. Quantities vary from the 10-40 Ibs. of fish a
Pteranodon may eat per week to the incredible 10 tons of elephant or mammoth meat a Roc will dispose of in the same period.

“O” creatures are omnivorous; they will consume a variety of
both vegetables and meats. Sphinxes may prefer meat over
occasional berries, leaves, and roots, while Hippogriffs eat meat
and grasses with equal pleasure.

“H” creatures are herbivorous; they will eat only vegetable
matter, and must consume large amounts to have the energy for
flight.

“Special” diet creatures include the following:

Gold Dragon: They get their energy from eating jewels, gems,
and precious metals. A typical adult golden dragon may eat
between 2,000 to 8,000 gold pieces worth of such material in a
month, depending on its level of activity. This is a prohibitively
high price to “pay” for a mount for all but the most affluent
characters. It has been speculated that Gold Dragons get their
nourishment by having Bahamut gate it to them from the upper
planes, since their own treasure hoards would sustain them for
only a short time.

Manticore: This monster is a natural man-eater, and requires
human meat in order to survive and stay healthy. A Manticore
must eat at least one adult-sized human a week to maintain its
health, or it may lose strength, be unable to fly, go insane, or
suffer other adverse effects. Note that while other creatures
(e.g., Gynosphinx) may eat humans on occasion, human meat is
not a requirement for their health.

Nightmare: These creatures, originating from the lower planes
and being very intelligent, may demand human or demi-human
sacrifices to themselves on a regular basis. The nature of such
sacrifices may vary widely. Otherwise, Nightmares are carnivorous, and seem to prefer the meat of some of the lesser
demons and devils (particularly manes and lemures). The failure of its master to provide such nourishment may (40% chance)
result in the creature becoming hostile unless the Nightmare
gets this particular type of meat at least once per month.

Hieracosphinx: Much as the Manticore, the Hieracosphinx
requires human flesh as food, but at a less frequent interval; one
human every two weeks is sufficient, and at other times the
creature is satisfied with any sort of meat. The creatures will
actively pursue humans regardless, since they prefer the taste.
Of the creatures discussed in this article, only the Pegasus,
Hippogriff, Griffon, and Pteranodon will cost less than 600 gp
per month to feed and care for. Only the owner of large baronies
(or more) can afford the proper care and feeding of dragontypes, unless you don’t mind travel and plan to let your steed
“eat off the hoof.” This latter method is very time-consuming,
and you may have to wander for a long time and a long distance
before your Brass Dragon finds a mastodon just the right size.
Rocs may be trained (in 1-2 years) to feed themselves by
leaving the barony or lair for a week at a time, serving as a steed
for one week (with several smaller feedings at the castle) and
then going off for the next week on its own. Otherwise, just as
with dragons, a Roc will have to be ridden out when it searches
for food, and the player characters on it should not be too
particular about where they end up. Rocs are not unknown to
make long ocean voyages, and may attack ships in the belief
that they are whales. Some baronies have taken to raising herds
of elephants, cattle, and other livestock as food for mounts.

Storm Giants who have cloud castles and use Roc mounts
have been known to “park” their abodes over areas frequented
by large herds of animals, and may make crude traps, stockades, and corrals on the ground at such a location to capture
and contain beasts for their mounts’ food supply.

Advantages
1. Creature will be faithful to owner-trainer unto death.
2. Intelligence of creature is average (8) or above.
3. Upkeep of creature, due to nature and diet, is generally
less expensive and troublesome than that of a griffon.
4. Creature can be subdued (dragons only).
5. Creature has five or more hit dice.
6. Creature has an armor class of 4 or better.
7. Spell attacks may be cast by this creature (includes dragons’ fear aura; but note that not all dragons will automatically have magical abilities).
8. Creature may use a breath weapon.
9. Feathered wings (see Dungeon Masters Guide, p. 53)
10. No wings (internal, natural flight capability).
11. Creature may attain speeds of 30” or more.
12. Exceptional senses.
13. Ethereal and astral travel (rider included) possible.
14. Speaks own language (only dragons and sphinxes speak
anything other than their own languages; Chimerae speak
the red dragon’s tongue).
15. Capable of carrying unusually massive weights.

Disadvantages
1. Creature may not be ridden (and can rarely be approached) by anyone other than owner-trainer, or perhaps unless accompanied by owner-trainer.
This disadvantage does not pertain to dragons which have been
subdued.

2. Creature difficult to control. Due to high intelligence,
strong ego, or accustomed independence, creature may
resist control of master or attempt to dominate master
(even if wished/charmed into being “friendly” to master).
Creature may try to manipulate its master for favors, treasure, attention, etc., unless hit dice or level of master is
greater than hit dice of creature.

3. Creature has unusual eating habits or extremely large
appetite (or both), which greatly will increase upkeep
cost.

4. Creature cannot be subdued (Gold and Silver Dragons
only). Other monsters (non-dragon types) cannot be
subdued either, at least not in the same sense that a dragon can be.

5. Creature is a particularly clumsy flyer. Characters using
aerial archery from the back of this creature in flight must
take an additional -1 penalty to hit a target. Chimera riders
must take a -2 penalty because of the multiple heads on
the creature, blocking one’s aim from the front.

6. Creature has poor maneuverability, and must make very
shallow turns. Sphinxes are not normally thought of in this
way, but should be if used as a mount.

7. Creature generally not compatible with other flying species due to aggressive nature. As with (1) above, subdued
dragons are excluded from this category.

8. Creature may not be used by living, material beings. Only
undead characters (spectres, vampires, liches) may use.

9. Use of this creature as a mount may be limited by the
owner-trainer’s alignment. Again, subdued dragons are
excluded from this category.

10. Creature possesses tail weapon (missile launcher on Manticore, poison sting on Wyvern). Unless mount is altered
physically or trained not to use tail in aerial combat, any
rider has a 25% chance of being struck if tail weapon is
used while rider is mounted. Creature might be trained to
use tail weapon without whipping it over its back, but this
is very difficult to do and is time-consuming.

11. Creature is a natural man-eater, and owner-trainer (if human or in a party with humans) must use a Wish to alter
this inclination. The creature may actually need human
meat to stay healthy, and may become weaker without it.

12. Creature is primarily motivated by greed. It may desire a
treasure hoard of its own and a share of the profits after an
adventure.

13. The training period of this creature will be unusually prolonged, due either to its aggressive nature (e.g., Griffon)
or the need to establish trust between owner-trainer and
creature (e.g., Pegasus). More intelligent creatures may
have considerably reduced training times, but still need to
be so trained.

14 Forcing a creature of good alignment into a role as a
mount, if this is done against that creature’s will and nature, may be construed as an evil act by the owner-trainer,
and an alignment shift for that character may result. Other
good creatures, noting this “ungood” relationship, may
react more negatively toward the owner-trainer.

15. In the Monster Manual, the Pteranodon is listed as being
“non-intelligent,” which should mean the creature would
be difficult or impossible to train. Recent evidence, however (Desmond, Adrian J:, The Hot-Blooded Dinosaurs,
Warner Books, N.Y.; 1977), indicates that pteranodons
may have been more intelligent than previously thought.
Treat them as having a “semi-intelligent” rating of 2. It is
also thought that pteranodons were white-furred, primarily glided rather than flapped their wings, and could lift off
by simply facing into a wind of 15 mph or more. Their bone
structure was exceptionally delicate, too, and the creature will not willingly use ramming as a tactic. If a pteranodon being used as a mount takes 50% of its hit points in
damage during melee, it will crash. Some reptilian tribes
(i.e., Lizardmen) may use this creature as a flying mount in
locations near large shallow seas. Pteranodons eat fish.

16. This creature’s maximum speed in normal flight is 18” or
less, a particularly slow flyer.

Carrying Capability

The accompanying chart is largely self-explanatory. The
Chimera and Manticore are not able to carry loads heavier than
that shown as their maximum at full speed, and weighting them
with more than that amount will result in the creature refusing to
fly, though it may still walk; otherwise, it would become too
clumsy and unmanageable in flight. Pteranondons suffer from
the same restrictions.


 

The carrying capacity figures for the Roc are derived from
estimating the weight of a Storm Giant and accompanying
equipment; no other flying creature can approach the load capacity of this beast.
 
 
 

A Nightmare, being only semi-material, can carry any number
of undead that would fit in the available space on its back, and
up to 6,000 gp of additional weight can be taken into the ethereal
plane by a Nightmare with riders.


Female Pegasi (figures in the chart are for males) can carry up
to 3,000 gp weight at full speed (48”) and 5,000 gp at half that
speed.


 

All of the creatures in the chart are used to best advantage on
long-distance trips by flying them for half a day, resting them for
an hour or so, and then flying on until nightfall. The mounts will
need immediate and large amounts of food at each rest stop in
order to have the energy to continue flight.

Exceptions: Nightmares will travel tirelessly and will also need no food when
traveling in the ethereal or astral planes. Rocs, Wyverns, and
dragons can be flown for a full day non-stop, but then will sleep
all the next day, awakening and moving only to defend themselves. Thereafter, such mounts may be flown again as usual.
Forcing any creature to fly without the specified rest periods
will result in a 20% chance per hour of flight (cumulative) past
the normal resting time that the creature will land, regardless of
terrain or other conditions, in an exhausted state. It will not fly
thereafter until it has rested for 24 hours.

In one half-day of normal long-distance travel, a creature will
fly a number of miles equal to its movement rate. This assumes a
duration of about five hours for the period of flight.