| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +7 |
| DEX | 16 | +3 | +5 |
| CON | 18 | +4 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | -4 | -4 |
| WIS | 14 | +2 | +4 |
| CHA | 14 | +2 | +2 |
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Saddle of the Caviler. While rider is in this saddle on the mount, they can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Horseshoes of a Zephyr These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action.
While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel.
Carry capacity:600lbs
Pull limit:6000 lbs
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d10 bludgeoning damage.







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