Horse Breeds

List a number of typical breeds of horses, with somewhat generic names. (i.e. - not based on Earth place names)

Horse, Heavy

Type Large Animal
Hit Dice 3d8+6 (19 hp)
Initiative +1 (Dex)
Speed 50 ft.
AC 13 (-1 size, +1 Dex, +3 natural)
Attacks 2 hooves +3 melee
Damage Hoof 1d6+2
Face/Reach 5 ft. by 10 ft./5 ft.
Special Attacks -
Special Qualities Scent, Spooks (10)
Saves Fort +5, Ref +4, Will +2
Abilities Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills Listen +6, Spot +6
Feats -
Climate/Terrain Any land
Organization Solitary
Challenge Rating 1
Treasure None
Alignment Always neutral
Advancement -

This would be your typical heavy horse breed, used for pulling ploughs and large carts/carriages. This breed has had no war training, and thus has no levels. Heavy horses, if trained for battle, become your typical Greathorse.

Horse, Light

Type Large Animal
Hit Dice 3d8+6 (19 hp)
Initiative +1 (Dex)
Speed 60 ft.
AC 13 (-1 size, +1 Dex, +3 natural)
Attacks 2 hooves +2 melee
Damage Hoof 1d4+1
Face/Reach 5 ft. by 10 ft./5 ft.
Special Qualities Scent, Spooks (20)
Saves Fort +5, Ref +4, Will +2
Abilities Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills Listen +6, Spot +6
Feats -
Climate/Terrain Any land
Organization Solitary
Challenge Rating 1
Treasure None
Alignment Always neutral
Advancement -

Light horse. This could be the medieval Palfrey or Courser, depending on its ridability and speed. This horse has had no training for war.

Donkey

Type Medium Animal
Hit Dice 2d8+2 (11 hp)
Initiative +1 (Dex)
Speed 30 ft.
AC 13 (+1 Dex, +2 natural)
Attacks Bite +1 melee
Damage Bite 1d2
Face/Reach 5 ft. by 5 ft./5 ft.
Special Qualities Scent, Spooks (20)
Saves Fort +4, Ref +4, Will +0
Abilities Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4
Skills Balance +3 (+2 racial), Listen +5, Spot +5
Feats -
Climate/Terrain Temperate and warm desert, hill, plains, and mountains
Organization Solitary
Challenge Rating 1/6
Treasure None
Alignment Always neutral
Advancement -

A typical donkey.

Other names for the donkey include the 'ass', the 'moke', the 'burro', and the 'cuddy'.

The best pack animal around, a donkey is stolid in the face of danger, hardy, sure-footed, and capable of carrying heavy loads over vast distances. Unlike horses, they're willing (though not eager) to enter dungeons and other strange or threatening places.

This creature has had no war training.

Carrying Capacity: A light load for a donkey is up to 50 pounds; a medium load, 51-100 pounds; a heavy load, 101-150 pounds. A donkey can drag 750 pounds.

Skills: Donkeys receive a +2 racial bonus to Balance.

An excellent website on donkeys is the Donkey Breed Society.

Mule

Type Large Animal
Hit Dice 3d8+9 (22 hp)
Initiative +1 (Dex)
Speed 30 ft.
AC 13 (-1 size, +1 Dex, +3 natural)
Attacks 2 hooves +4 melee
Damage Hoof 1d4+3
Face/Reach 5 ft. by 10 ft./5 ft.
Special Qualities Scent, Spooks (20)
Saves Fort +6, Ref +4, Will +1
Abilities Str 16, Dex 13, Con 17, Int 3, Wis 11, Cha 6
Skills Listen +6, Spot +6
Feats -
Climate/Terrain Warm plains
Organization Solitary
Challenge Rating 1
Treasure None
Alignment Always neutral
Advancement -

A mule is the sterile cross between a horse and a donkey. The word 'hinny' refers to a mule from a female donkey and male horse. The term 'mule' is technically a female horse-male donkey cross, but is also used for all horse-donkey crosses.

Male mules (johns) should always be castrated: they can otherwise be unpredictable and dangerous with too many hormones. There have been no recorded fertile johns.

It is possible, but exceptionally rare (1 in a million chance) to get a female mule (molly) that can breed.

Mules have a reputation for being stubborn, but in fact they are just highly intelligent, unwilling to put themselves into danger, and know when they've been worked too hard. A horse, on the other hand, can be worked until it drops.

One of the best pack animals around, a mule is stolid in the face of danger, hardy, sure-footed, and capable of carrying heavy loads over vast distances. Unlike horses, it is possible (though not easy) to convince them to enter dungeons and other strange or threatening places.

This creature has had no war training.

Skills: Mules receive a +2 racial bonus to Dexterity checks to avoid slipping or falling.

References: Some excellent websites about mules are: British Mule Society, and Love Longears!.

Pony

Type Medium Animal
Hit Dice 2d8+2 (11 hp)
Initiative +1 (Dex)
Speed 40 ft.
AC 13 (+1 Dex, +2 natural)
Attacks 2 hooves +2 melee
Damage Hoof 1d3+1
Face/Reach 5 ft. by 5 ft./5 ft.
Special Qualities Scent, Spooks (20)
Saves Fort +5, Ref +4, Will +0
Abilities Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills Listen +5, Spot +5
Feats -
Climate/Terrain Any land
Organization Solitary
Challenge Rating 1/4
Treasure None
Alignment Always neutral
Advancement -

A small pony.

This creature has had no war training.

Carrying Capacity: A light load for a pony is up to 75 pounds; a medium load, 76-150 pounds; and a heavy load, 151-225 pounds. A pony can drag 1,125 pounds.

Zebra

Type Large Animal
Hit Dice 3d8+6 (19 hp)
Initiative +1 (Dex)
Speed 60 ft.
AC 13 (-1 size, +1 Dex, +3 natural)
Attacks 2 hooves +2 melee
Damage Hoof 1d4+1
Face/Reach 5 ft. by 10 ft./5 ft.
Special Qualities Scent, Spooks (40)
Saves Fort +5, Ref +4, Will +2
Abilities Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills Listen +6, Spot +6
Feats -
Climate/Terrain Any land
Organization Solitary
Challenge Rating 1
Treasure None
Alignment Always neutral
Advancement -

Zebras can be crossbred with horses or donkeys to create new and interesting breeds. Some of these breeds can be quite beautiful, with brown and black stripes. See the References, below, for more information.

References: An excellent site on zebra hybrids: Zebra Hybrids.