
These DnD 5e exotic mounts are NOT meant to be balanced in comparison with standard mounts or even warhorses for that matter. Others, however, are completely homebrewed but can fit into the existing lore of your campaign setting with ease. Many of these mounts are based off of existing creatures in Dungeons and Dragons, but are modified in order to reflect an alternative version that is suitable for riding. Some mounts are savage beasts who prove difficult to tame and control, while others are intelligent creatures capable of forming bonds and connections. Additionally, I will be providing tools for you to shift mounts from being a passive box for players to tick (“ Do we have horses?“) towards an exciting beast for the party to use in all sorts of situations. The purpose of this article is to arm Dungeon Masters with an arsenal of exotic mounts for D&D 5e.

However I think it is vastly more fun to obtain an exotic DnD mount that matches the character’s personality and is capable in both combat and adventuring scenarios. Of course, expedited travel IS a mount’s primary purpose. Unfortunately, more often than not, D&D 5e mounts don’t play a large role in your sessions except for traveling long distances. It's about when and how the mount responds - not a difference in what the animal can physically do.While playing, I absolutely love having either an animal companion or a mount to join the adventure. The real difference here is that a controlled mount can act under your orders (limited, but options decided by you), while an untrained mount is akin to temporarily riding a wild beast and it will do things on it's own accord that may not be what you want. It is effectively controlled by the DM and will respond naturally to the environment around it. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.Īn untrained mount will always act independently and not listen to commands or direction by the rider. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and actsĪs it wishes. Untrained MountsĪn independent mount retains its place in the initiative order. A controlled mount can move and act even on the turn that you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. The initiative of a controlled mount changes to match yours when you mount it. You can control a mount only if it has been trained to accept a rider. The Players Handbook (198) covers the rules on Controlling a Mount: The difference here isn't in the mechanics of the stat block for a mount, but in the way you interact with your mount in battle.
