Born to Jump. The General Lee doubles its long and high jump distances and never provokes opportunity attacks when leaping over creatures or obstacles. It automatically succeeds on checks to clear gaps up to 40 feet wide.
Evade Pursuit (Recharge 5–6). When targeted by an attack or spell it can see, the General Lee uses its reaction to kick up dust and blur its outline. It gains advantage on the saving throw or imposes disadvantage on the attack roll.
Unbreakable Spirit. The General Lee has advantage on saving throws against being frightened or charmed, and it cannot be magically forced to attack its rider or an ally.
“01” Brand. A burning mark on its shoulder glows faint orange when it rides into danger. Once per day, as a bonus action, the General Lee can ignite the brand, granting itself and its rider advantage on Dexterity saving throws and ability checks for 1 minute. During this time the horse leaves a trail of harmless ember-sparks behind its hooves.
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Rearing Charge. If the General Lee 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 General Lee can make another attack with its hooves against it as a bonus action.
Roadrunner Leap. (1 per Round, Recharge 6) Immediately after taking damage from a ranged attack, the General Lee leaps up to 30 ft. in any direction without provoking opportunity attacks.
Description
Temperament: Daring, loyal, reckless when cornered.
Whinny: Sounds uncannily like a celebratory rebel yell echoing through the hills.
Quirk: Always seeks the highest jump possible in any terrain — bridges, barn roofs, or castle walls are all fair game.
Bond: Refuses to carry law enforcement of any kind. Its chosen rider must have a pure heart and a rebellious streak.
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