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.”
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.
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.