Arcana Unearthed - Diamond Throne - 3.5e

Page 86

Chapter Four: Creatures

Radont

Combat

Radonts look like massive horses. Not simply taller than normal horses (most stand 8 feet high at the shoulder, 12 at the head), they also have thicker, sturdier legs and broader, almost barrel-like torsos. A typical radont measures 10 to 12 feet long. No human or other Medium humanoid could ever hope to ride a radont—but a giant, a chorrim, or other such creature could. In truth, the radont is far more than a horse. Intelligent, magical, noble—even regal—in their bearing, radonts are “the Lords of Horsekind” or simply “Horse Lords,” according to the giants. History whispers of an ancient pact between the giants and the radonts. In these tales, the radonts were not simply beasts of burden, but true allies and equals. When the giants arrived on these shores, they rekindled the fires of this alliance. The supposed existence of this pact suggests that either the giants had been to these lands before, or that radonts also exist in the giant homeland across the eastern sea. Something has happened over the last two centuries that no one predicted, however. The radonts serving giants who had foals in domesticated surroundings gave birth to creatures that, while still noble and hardy, were far less than the parents. These domesticated radonts had no greater intelligence than that of any steed and possessed no magical powers. Radonts can carry up to 1,836 lbs. as a light load, and up to 3,702 lbs. as a medium load, with a maximum load of 5,520 lbs.

Radonts attack with their hooves and bite in combat, using their natural strength to great advantage. Unless trained to do otherwise, they fight only in self-defense.

Wild Radonts Wild radonts have never been domesticated or served as mounts. Although friendly toward giants and other noble races, these horse lords keep to themselves and avoid civilized areas. They do not speak, but they can communicate telepathically with each other, other radonts, and with horses. Wild radonts can carry up to 2,400 lbs. as a light load and up to 4,800 lbs. as a medium load, with a maximum load of 7,200 lbs.

Combat Wild radonts still possess the intelligence and magical abilities that have always characterized them. With these, they can escape danger just as easily by flying away invisibly as through combat. Spell-Like Abilities (Sp): Always active: telepathy (other radonts or horses only); 1/day: acrobatics, lesser transfer wounds, invisibility, foretell future; 1/week: flight.

Radont Encounter (EL 5) A pair of giant warmains mounted on domesticated radonts approaches the PCs on the road. As they get close, it is obvious that both the giants are extremely

RADONTS

Face/Reach: Special Qualities: Saves: Abilities: Skills:

DOMESTICATED RADONT Huge Animal 8d8+40 (76 hp), dying/dead –6/–20 +1 (Dexterity) 60 feet 16 (–2 size, +1 Dexterity, +7 natural) touch 9, flat-footed 15 +6/+20 Hoof +12 melee (1d8+8) 2 hooves +12 melee (1d8+8); bite +7 melee (1d6+4) 5 feet by 10 feet/5 feet Scent Fort +11, Ref +7, Will +3 Str 26, Dex 13, Con 20, Int 2, Wis 13, Cha 8 Listen +7, Spot +7

5 feet by 10 feet/5 feet Scent, spell-like abilities Fort +5, Ref +4, Will +2 Str 28, Dex 15, Con 23, Int 10, Wis 17, Cha 14 Listen +9, Spot +9

Environment: Organization: Challenge Rating: Treasure: Advancement: Level Adjustment:

Any land Domesticated 4 None 9–20 HD (Huge) —

Any land Solitary 5 None 11–22 HD (Huge) +5

Hit Dice: Initiative: Speed: AC: Base Attack/Grapple: Attack: Full Attack:

WILD RADONT Huge Magical Beast 10d10+60 (115 hp), dying/dead –7/–23 +2 (Dexterity) 60 feet 17 (–2 size, +2 Dexterity, +7 natural) touch 10, flat-footed 15 +7/+22 Hoof +17 melee (1d8+9) 2 hooves +17 melee (1d8+9); bite +12 melee (1d6+4)

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Open Game License

5min
pages 95-98

Xaaer (Death Ooze

5min
pages 91-92

Shadow Troll

2min
page 89

Slassan

1min
page 90

Inshon

5min
pages 83-85

Radont

2min
page 86

Harrid

3min
page 82

Rhodin

5min
pages 87-88

Dream Hunter

3min
page 81

Dark Warden

4min
pages 79-80

Chorrim

4min
pages 76-77

Cyclops

3min
page 78

Single-Use Items

6min
pages 67-68

Chapter Four: CREATURES Alabast

3min
page 75

Chapter Three: MAGIC ITEMS Magic Items From the DMG

3min
page 64

Somnamancer

9min
pages 59-61

Prestige Classes From Other Sources

6min
pages 62-63

Rune Lord

6min
pages 57-58

Ollamh Lorekeeper

7min
pages 55-56

Mage Priest

6min
pages 53-54

Adventure Ideas

7min
pages 44-45

Crystal Warrior

6min
pages 47-48

Beast Reaver

2min
page 46

The Mysteries

3min
page 43

Darkbond

8min
pages 49-51

Giant Paragon

3min
page 52

The Threats

6min
pages 41-42

The Cosmology

3min
page 40

The Gods andReligions

7min
pages 13-14

The Geography

20min
pages 21-27

The History

18min
pages 15-20

The People

20min
pages 7-12

The Kingdoms

34min
pages 28-38

The Organizations

3min
page 39

The World

2min
page 6
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