TEXT: A 5E compatible supplement 
  featuring amazing creatures 
  from Nerdarchy’s Chimes of 
  Discordia campaign setting
   
  
  Written by: Ted Adams, Nathan Riggins
  Editing: Doug Vehovec
  Layout: Doug Vehovec
  Cover Art: Nelson Vieira
  Interior Art: Neftalie N. Ramos and Nelson Vieira
  Credits
  Product identity: The following items are hereby identified as Product Identity, as defined in the Open 
  Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trade-
  marks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, loca-
  tions, characters, artwork, sidebars, and trade dress. (Elements that have previously been designated as 
  Open Game Content are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the content in 
  this Nerdarchy game product is Open Game Content, as defined in the Open Game License version 1.0a 
  Section 1(d). No portion of this work other than the material designated as Open Game Content may be 
  reproduced in any form without written permission.
  Copyright © 2017 Nerdarchy LLC
  www.nerdarchy.com
   
  
  T
  Riding above the rest
  Whether you are flying high on an exotic abi-
  zder or crashing through the forest astride a 
  wargantuan, these mounts are fierce. 
  This guide takes you through the five species 
  that were created to be mounts or monsters 
  to add to your game.  
  But we did not stop there.  We added new 
  trade goods and training rules for each of these 
  wondrous creatures so that you can add them, 
  if you so choose, directly into your world(s).  
  It is up to you which ones you like, or love, 
  and feel are needed.
  Mounts and trade goods
  Mount 
  Cost (gp)
  Abizder 
  1,500
  Abizder silk (per yard) 
  15
  Dranther 
  500
  Dranther scales 
  25
  Gantuan 
  250
  Gantuan fur (per yard) 
  8
  Kangoram 
  500
  Kangoram meat (per pound) 
  10
  Kangoram plates 
  10
  Kangoram trophy head 
  10
  Wargantuan 
  1,000
  Water strider oil (per pint) 
  1
  Training fantastical mounts
  Each of these fantastical mounts requires its 
  own training regimen, style, and time. That is 
  only to be expected when one wishes to ride 
  creatures that resemble spider-bats, gargantuan 
  bugs, wingless dragons, and woolly monsters. 
  In any case an exotic saddle crafted for the 
  proper size and number of legs is required 
  to use these mounts, unless you are brave 
  enough to go bareback.
  
  Abizder
  hether the creation of chaos magic 
  run amok, the result of arcane experi-
  mentation, or the abizder is some invasive species 
  from another realm one can only guess. 
  Now they can be found skulking in the night al-
  most anywhere.
  The abizder is a strange amalgamation of bat, 
  spider, and lizard that ranges in size from that of 
  a small lizard to a large crocodile as the creature 
  matures. 
  Its head is like that of a gecko with eight eyes, a sin-
  uous lizard body that rests atop eight spindly legs, 
  and from its back sprouts leathery bat-like wings.
  At Home in Most Places. Abizders are most com-
  monly found in a temperate to tropical climes 
  both above and below ground, making their lairs 
  on ceilings, tree canopies, or in dark, web-filled 
  caverns. Such lairs are often festooned with web 
  cocoons holding past victims that will become 
  future meals.
  Ambush Predators. The abizder can drop from 
  above on wing or web, lay elaborate webs to trap 
  unwary, or spring from dark places. Most prey nev-
  er see them until they’ve already been ensnared 
  or bitten by their venomous jaws.
  Master Artisans. Abizders can be encountered 
  as groups of hatchlings referred to as an abizder 
  cloud, as solitary hunters when young or adult, 
  or as a mated pair that creates fantastic, elabo-
  rate webs very few spiders could ever manage to 
  match. The abizder’s ability to fly allows it to make 
  larger and more intricate webs than any spider.
  W
  Trade Good: A yard of silk made from spun abi-
  zder silk fetches 15 gold pieces. Abizder webbing 
  is prized for making silk. Some daring merchants 
  will mount expeditions to the dark places where 
  abizders dwell in hopes of bringing this exotic 
  material back to civilization to sell among the 
  aristocracy for exhorbitant sums. In rare cases, 
  abizders have been captured for the harvesting 
  of their webbing. Such a venture cost many a 
  handler’s life.
  Trade goods and usage
  
  Medium monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft., climb 30 ft., fly 60 ft.
     STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 16 (+3) 12 (+1) 2 (-4) 14 (+2) 4 (-3)
  Skills Perception +4, Stealth +7
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 14
  Languages —
  Challenge 1 (200 XP)
  Spider Climb. The abizder can climb difficult surfaces, 
  including upside down on ceilings, without needing 
  to make an ability check.
  Web Sense. While in contact with a web, the abizder 
  knows the exact location of any creature in contact 
  with the same web.
  Web Walker. The abizder ignores movement restric-
  tions caused by webbing.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage and the target 
  must make a DC 11 Constitution saving throw, tak-
  ing 9 (2d8) poison damage on a failed save, or half 
  as much damage on a successful one. If the poison 
  damage reduces the target to 0 hit points, the target is 
  stable but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way.
  Young abizder
  
  Large monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 52 (7d10 + 14)
  Speed 30 ft., climb 30 ft., fly 60 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  19 (+4) 15 (+2) 14 (+2) 
  2 (-4) 
  14 (+2) 4 (-3)
  Skills Perception +4, Stealth +6
  Senses blindsight 60 ft., darkvision 60 ft., passive 
  Perception 14
  Languages —
  Challenge 2 (450 XP)
  Spider Climb. The abizder can climb difficult 
  surfaces, including upside down on ceilings, 
  without needing to make an ability check.
  Web Sense. While in contact with a web, the 
  abizder knows the exact location of any creature 
  in contact with the same web.
  Web Walker. The abizder ignores movement 
  restrictions caused by webbing.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 9 (1d10 + 4) piercing dam-
  age and the target must make a DC 12 Consti-
  tution saving throw, taking 10 (2d10) poison 
  damage on a failed save, or half as much dam-
  age on a successful one. If the poison damage 
  reduces the target to 0 hit points, the target 
  is stable but poisoned for 1 hour, even after 
  regaining hit points, and is paralyzed while 
  poisoned in this way.
  Web (Recharge 5–6). Ranged Weapon Attack: 
  +4 to hit, range 30/60 ft., one Large or small-
  er creature. Hit: The target is restrained by 
  webbing. As an action, the restrained target 
  can make a DC 13 Strength check, bursting 
  the webbing on a success. The webbing can 
  also be attacked and destroyed. The webbing 
  has AC 10; hp 5; vulnerability to fire damage; 
  immunity to bludgeoning, poison, and psychic 
  damage.
  Adult abizder
  Abizders look as alien as creatures get and they 
  have the social skills to match. Without some 
  type of magical control the adults are extremely 
  hard to handle. That is why you are better off 
  finding an abizder nest and snatching a few eggs 
  to raise as hatchlings. Fed properly with birds, 
  insects, and rodents they will be young abizders 
  within a few months and adults within the year. 
  Abizders are found in dark places.  While mainly 
  they live in dark caves and below the ground that 
  is not the only place they can be located.  Thick 
  canopies deep within the forest where the sun 
  has a hard time piercing the forest are likely plac-
  es for an abizder colony to claim its home.  Wher-
  ever you find them you are sure to find copious 
  amounts of their dense silk webbing as  a clear 
  sign of their lair.  While this offers no hampering 
  to them it does for the traveler who can just as 
  easily get caught in their web as a fly would in 
  Abizder abductions
  
  a regular spider web.  Offering 
  food will only get you an abi-
  zder’s trust but there’s more to 
  training a good mount than 
  trust.  Each step in the training must 
  be 
  completed in succession in order to make a 
  wild abizder a useful mount or to take a newly 
  hatched creature and begin to properly tame 
  it. If you seek to just jump on a ride you will 
  suffer disadvantage on all future checks with 
  that particular mount until you do something 
  to curry its favor.  (This favor is entirely up to 
  the Game Master’s whim.)
  1. Introduce yourself
  2. Convince abizder you are not food
  3. Offer food
  4. While distracted, place saddle
  5. Mount the creature (if this is not done before food is 
  consumed go back to step 3.  If no longer hungry pro-
  ceed).
  Animal Handling (Wisdom)
  Task 
  DC (untrained) 
   DC (trained)
  Fly or climb 
  15 
  10
  Spin Silk 
  20 
  15
  Protect another 
  20 
  15
  Flee (in combat) 
  15 
  10
  Flee (out of combat) 
  12 
  8
  Steps to training an abizder
  
  Dranter
  raceful reptilian quadrupeds with prom-
  inent horned heads more fitting on a 
  dragon dranthers have long, lean bodies 
  like a great hunting cat, lower to the ground than 
  a horse but slightly longer. Their scale pattern and 
  coloration have bred away from their true dra-
  conic ancestors ending in a mottled green sheen 
  to their scales, each with its own markings and 
  shadings as a horse or cat would have.
  They do not possess wings though their claws are 
  like those of other draconic creatures.  If found 
  young they are easy to tame, but if found as adults 
  in the wilds it is almost impossible to train a dran-
  ther to be a mount or service animal. Dranthers 
  are a marvelous creature held in high esteem by 
  dragonborn.  These mighty creatures are mounts 
  truly worthy of their draconic might.  They are 
  reared from birth to be mounts of war, for war-
  riors.  The best of the breed are then strengthened 
  and trained with the best possible food, trainers, 
  and possibly magical reagents to make elite dran-
  thers which are even bigger and stronger than 
  regular dranthers.
  A mount to match its rider. The dranther is the 
  preferred domesticated mount of the dragonborn. 
  Elite dranthers bred for war are known to exist but 
  are typically found in possession of those in the 
  nobility. Elite dranther possess the same abilities 
  as a standard dranther except for the differences 
  noted in the stat block.
  G
  Trade Good: The black market is always looking 
  for new trade goods and scales that looks like they 
  came from a green dragon can fetch a good price.  
  To the right buyer, a seller with no scruples could 
  try to sell the scales from a dranther as dragon 
  scales.  A large size dranther’s scales typically 
  fetch 25 gp.  
  In killing said creature some scales will obviously 
  be damaged or unusable for certain purposes, 
  this cost takes that into account. 
  Trade goods and usage
  
  What respect means to dranthers
  While not pack animals, dranthers respect 
  strength and power. If you don’t have it, you don’t 
  really exist as a thing to them at worst. At best you 
  are treated as a youngling, something to slap out 
  of the way when you get annoying.
  If you want to train a dranther you need your first 
  impression to signal strength. Don’t come on too 
  strong, because the dranther will surmise you 
  don’t know how to gauge your own strength. 
  But strong enough that it sees itself as losing any 
  contest with you.
  With the dranther’s attitude about strength in 
  mind you can see how it is important to start train-
  ing while they are young. That way even a youth 
  of your people can show the cub who is the boss 
  and they will begin to assume that most human-
  oids in your culture can push them around.
  But grab an elder or an adult from the wild and 
  
  you are going to be fighting it off and on for 
  months. That is, if you want to be the one who 
  directs where the pair of you go from then on.
  Dranthers also need a place to recline. They 
  enjoy ledges, trees, rooftops, and other places 
  above the heads of everyone else. If they can’t 
  loom over others they can start to get agitated 
  and may decide to see if you are as strong as 
  they remember.
  Dranthers have a dragon’s pride and must be 
  treated as such.  It needs to be seen as a equal.  
  Many such creatures are presented to knights 
  as a sign of their prestige.  But to a dranther, the 
  crowd is gathered and they are the focus of the 
  attention so clearly they are being honored and 
  the one to ride them is being given an honor.  
  Treat a dranther with respect and nobility and 
  it will do so to you.  Fail to do so and you might 
  find your leg on the dranther’s dinner plate. 
  Dranther
  Large beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 38 (5d10 + 10)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 15 (+2) 14 (+2) 
  3 (-4) 
  12 (+1) 8 (-1)
  Skills Perception +3, Stealth +6
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Keen Smell. The dranther has advantage on 
  Wisdom (Perception) checks that rely on smell.
  Pounce. If a dranther moves at least 20 feet 
  straight toward a creature and then hits it with 
  a claw attack on the same turn, that target must 
  succeed on a DC 13 Strength saving throw or 
  be knocked prone. If the target is prone, the 
  dranther can make one bite attack against it as 
  a bonus action.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (1d10 + 3) piercing damage. 
  A creature that is damaged must make a DC 
  13 Constitution saving throw, taking 10 (3d6) 
  poison damage on a failed save, or half as much 
  damage on a successful one.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) slashing damage.
  Steps to training a dranther
  Animal Handling (Wisdom)
  Task 
  DC (untrained) 
  DC (trained)
  Use breath weapon 
  12 
  8
  Protect another 
  15 
  10
  Flee (in combat) 
  20 
  15
  Flee (out of combat) 
  16 
  12
  
  Elder Dranther
  Just as dragons, the dranthers’ ancestors, gain in intellect, cunning, and strength as they age so does a 
  dranther improve as the gain in years. Eventually they are considered an elder of their kind.
  Elite Dranther
  Large beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 60 (7d10 + 20)
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  19 (+4) 15 (+2) 16 (+3) 8 (-1) 14 (+2) 10 (+0)
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 9 (1d10 + 4) piercing dam-
  age. A creature that is damaged must make 
  a DC 13 Constitution saving throw, taking 10 
  (3d6) poison damage on a failed save, or half 
  as much damage on a successful one.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 8 (1d8 + 4) slashing dam-
  age.
  Elder Dranther
  Huge beast, unaligned
  Armor Class 17 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  21 (+5) 15 (+2) 16 (+3) 8 (-1) 14 (+2) 10 (+0)
  Skills Perception +4, Stealth +6
  Damage Resistances poison
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 3 (900 XP)
  Keen Smell. The elder dranther has advantage on 
  Wisdom (Perception) checks that rely on smell.
  Pounce. If an elder dranther moves at least 20 
  feet straight toward a creature and then hits 
  it with a claw attack on the same turn, that 
  target must succeed on a DC 14 Strength sav-
  ing throw or be knocked prone. If the target is 
  prone, the elder dranther can make one bite 
  attack against it as a bonus action.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) piercing damage. 
  A creature that is damaged must make a DC 13 
  Constitution saving throw, taking 10 (3d6) poi-
  son damage on a failed save, or half as much 
  damage on a successful one.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6+ 4) slashing damage.
  
  Gantuan
  here is a place in the cool 
  pine forests where a 
  large furry beast dwells. 
  Ponderous and strong, these 
  six-legged creatures munch on twigs, 
  needles, mushrooms and tubers in a constant 
  quest to fuel their shaggy bulk.
  They are massive, with six tree trunk thick legs 
  ending in round stubby feet with tough retract-
  able claws. Using their short, prehensile nose 
  trunks to root out food, they  dig furrows in the 
  earth and expose the fungus and tubers they 
  enjoy. Grinding teeth and mighty jaw strength 
  crushes everything into a mash that they slowly 
  ingest. Their digestive systems absorb almost ev-
  erything from what they consume making care for 
  them much easier.
  Once domesticated and well fed these happy 
  eaters make great pack animals for their size, 
  strength, and temperament. They can easily carry 
  a whole ton of cargo and pull multiple wagons 
  with little effort.
  Stubborn but 
  easily swayed. A gantuan is always interested in its 
  next meal, even when it is still chewing its last. Left 
  to its own desires it would simply lumber around 
  munching on food all day.
  If you want it to do anything but that you need to 
  move its food to where you want work done. Make 
  sure you bring plenty of food to persuade it.
  Gantuan handlers make sure there is always food 
  around before asking the creature to do anything. 
  There is a saying that the only time a gantuan is 
  not eating is when it is sleeping but some have 
  been known to master even that feat.
  If you offer food to a gantuan, any Wisdom (Ani-
  mal Handling) checks made to coax the creature 
  into doing a task are made with advantage.
  T
  
  Trade goods and usage
  The gantuans are used as pack animals and 
  are mild in temperament unless trained to be 
  violent. 
  They can be trained to do most things within 
  their capacity if they are consistently trained 
  with food and given plenty of food as a reward. 
  Because they eat vegetation that no humanoid 
  will eat if given a choice, gantuans are popular 
  choices as mounts and beasts of burden since 
  they are not competing with other domesticat-
  ed animals for food on a farm or on the road to 
  war. 
  A gantuan’s thick fur is prized by those travel-
  ing into cold climates.
  Gantuans grow up feeling at ease eating. Not 
  eating occasionally while nervous or right 
  when they wake up. But eating all the time, 
  even while dozing off.
  Part of training a gantuan is keeping it at 
  ease with a good supply of food. Twigs, small 
  branches, mushrooms, berries, and leafy 
  Way to a gantuan’s heart
  Animal Handling (Wisdom)
  Task 
  DC (untrained) 
  DC (trained)
  Stop eating 
  20  
  13
  Stampeding charge 
  15 
  10
  Protect another 
  15  
  10
  Flee (in combat) 
  15  
  10
  Flee (out of combat) 
  15 
  10
  Steps to training a gantuan
  shrubs are a good start to a gantuan larder.
  If the food isn’t available, be prepared for the 
  gantuan to leave its pen to find some — with 
  disastrous consequences if they have to leave 
  the pen by force.
  Aside from taking this precaution, gantuans are 
  docile once they get used to you giving them 
  food. Wild ones know how big they are and 
  will use their bulk to get what they want, even 
  if it is from inside a house or stable. If there is 
  a smashable object keeping them from tasty 
  food they will smash it until they are trained 
  not to do so. Domesticated gantuans may have 
  grown up playing with humanoids and left to 
  graze in nearby forests and plains.
  
  Gantuans
  Huge beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 76 (8d12 + 24)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  22 (+6) 
  9 (-1) 17 (+3) 
  3 (-4) 
  11 (+0) 6 (-2)
  Senses passive Perception 10
  Languages —
  Challenge 4 (1,100 XP)
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 19 (3d8 + 6) piercing damage.
  Stomp. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 19 (2d10 + 6) bludgeoning 
  damage.
  ‘G
  
  Wargantuans
  While normally content to leave those 
  alone who let the gantuan eat, some can be 
  coaxed into terrible violence when condi-
  tioned and trained.
  Wargantuans
  Huge beast, unaligned
  Armor Class 16 (Armor)
  Hit Points 120 (12d12 + 48)
  Speed 30 ft.
     STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  24 (+7) 9 (-1) 19 (+4) 3(-4) 11 (+0) 6 (-2)
  Senses passive Perception 10
  Languages —
  Challenge 5 (1,100 XP)
  Stampeding Charge. If the gantuan 
  moves at least 20 feet straight toward a 
  target then hits it with a stomp attack on 
  the same turn, the target takes an addi-
  tional 17 (2d10 +7) bludgeoning damage. 
  If the target is a creature it must make 
  a DC 15 Dexterity saving throw or be 
  knocked prone. Creatures that pass take 
  half damage and are not prone. 
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 
  5 ft., one target. Hit: 20 (3d10 + 7) piercing 
  damage.
  Stomp. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 20 (2d10 + 7) 
  bludgeoning damage.
  he kangoram is a spirited mount. It is taller 
  than it is long since it rests sitting back on its 
  tail. This bipedal creature stands upright, reaching 
  heights between 9 and 11 feet tall. Strong legs like 
  a kangaroo sit below it, even mimicking their gait. 
  A kangoram’s arms are not as powerful as their legs, 
  though their strength belies the look of their limbs.  
  These small arms  are used for eating and sometimes 
  combat. Thick skulls which produce a hardened 
  skull cap and curling horns to either side of its head 
  show how much these creatures use their head for 
  combat. These horns are durable and strong.  They 
  are able to withstand the massive impact of the 
  creatures’ charging headbutts.  Plates made of the 
  same bone-like structure trail down from the crea-
  tures skull to the tip of its strong tail, almost like an 
  armored spine. A thick tail protrudes from a kango-
  ram’s back, which helps in balance during its loping 
  hops,  but when confronted with an enemy or a rival 
  to its mate they rear back using their tail to hold 
  them up and deliver a powerful kick or lock feet with 
  the creature and use its powerful body to bring their 
  head to bear as a powerful weapon.
  Kangoram
  T
  
  Kangoram meat is considered a tasty delicacy 
  in some areas considering how hard they are to 
  hunt.   
  A kangoram head 
  mounted on a plaque 
  makes a nice trophy 
  and some exotic 
  game hunters prize 
  having one of these 
  on their wall, willing to 
  pay a premium to acquire one, 
  even if they did not kill the beast 
  themselves.  
  The bony plates along a kangoram’s back are 
  also valued for their strength, and skilled crafts-
  people can utilize the material to create a vari-
  ety of implements.
  Trade goods and usage
  Kangorams have the temperament of wild stallions 
  and a kick just as hard. 
  The kangorams focus is forward.  The druids have 
  said that when talking to these creatures this holds 
  true for all of them.  In order to break them or train 
  them you need to have them disoriented.  
  It takes dedication and the willingness to either be 
  faster  than the creature or be willing to take the 
  bruises that come along with it.  
  The smart method when training a kangoram is to 
  harness the horns and force the creature into circles 
  until it is dizzy enough to mount or follow instruc-
  tions.  You then are able to take it into other direc-
  tions, always turning when it tries to gain control.  
  The foolhardy jump on and get taken for a ride.  
  Stubbornness and knowing that trick of breaking 
  their charge is the key to victory.  
  And of course time.
  Grab kangorams by the horns
  
  Animal Handling (Wisdom)
  Task 
  DC (untrained) 
  DC (trained)
  Walk in a circle 
  18 
  12
  Attack 
  12 
  8
  Protect another 
  18  
  12
  Flee (in combat) 
  20 
  15
  Flee (out of combat) 
  15 
  10
  Steps to training a kangoram
  Kangoram
  Large beast, unaligned
  Armor Class 14 (Natural Armor)
  Hit Points 42 (5d12 + 10)
  Speed 60 ft.
     STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  19 (+4) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 10 (+0)
  Skills Perception +3, Athletics +6
  Senses Passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Charge. If the kangoram moves at least 20 
  feet straight toward a target and then hits it 
  with a ram attack on the same turn, the target 
  takes an extra 7 (2d6) damage. If the target 
  is a creature, it must succeed on a DC 14 
  Strength saving throw or be knocked prone.
  Actions
  Ram. Melee Weapon Attack: +6 to hit, reach 10 
  ft., one target. Hit: 11 (2d6 + 4) bludgeoning 
  damage.
  Kick. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one prone creature. Hit: 12 (2d8 + 4) blud-
  geoning damage.
  Water 
  Strider
  long flat-bodied beetle with spindly 
  legs ending in multidigit claws splayed 
  out wide, the water strider  always looks 
  shiny and variegated like lacquered wood. This 
  polished shine is due to their unique oily secre-
  tions that wick from their abdomen down to 
  their legs. These insects are a vivid green and 
  blue.  They occasionally blend in with the water 
  surface like their much smaller cousin.  Roughly 
  4 to 5 feet long and narrow body makes these 6 
  legged insect a great mount for those living near 
  water and of a smaller stature.   They regularly 
  coat their body by bringing their legs up to rub 
  against the rest of their body resulting in a lus-
  trous shell for which they are well known.
  A marvelous waterwalker. The water strider 
  makes an excellent mount for those who live 
  around water or must frequently cross it. Its oily 
  body and legs interact with the water in strange 
  ways. As the oil that coats the water strider’s 
  body comes in contact with the water it allows 
  A
  
  Trade goods and usage
  the beetle to step upon the water as if it were 
  sand or mud. By walking quickly the beetle can 
  stay above the surface of the water.
  Diving bubble. If that is not enough this bizarre 
  creature can rub his legs across its face and then 
  blow a bubble out of the oil and take it and its 
  rider underwater giving enough air for one hour 
  and shallow submarine work. The creatures can 
  safely go to a depth of 20 feet.
  Water striders are a favored mount of small 
  races who live on or near water.  They are great 
  mounts for fishermen as it is a great asset to 
  have a boat that can take you underwater if 
  you drop your fishing pole.  
  When training a water strider, like any mount 
  you need to know the tricks and have the tools 
  of the trade. 
  With these creatures it is just repetition, repeti-
  tion, repetition.  
  A water strider senses vibrations with its body, 
  from its horns down to its legs.  A water strid-
  er has no care if  a rider grasps its horns — it 
  almost natural.  
  But if you yank on the horns it will be 
  very displeased and you will 
  wind up in the drink. (I hope 
  you can swim.)  
  Light touches on the horns 
  allow you to direct the 
  mount in the direction of 
  your choice.  
  The closer you move to the head the faster you 
  want the mount to go.  So close to the head on 
  The oil from water striders can be collected and 
  used to help waterproof materials like papers, 
  cloth, and wood .
  Repeat after me
  
  the back part of the horns, facing the rider, would 
  be a sprint.  
  If you reach around and tap the front of the crea-
  tures horns you want it to go backwards.   Each 
  of these commands needs to be done with both 
  hands.  If you use only one hand it will turn in 
  that direction.
  Water Strider
  Medium beast (insect), unaligned
  Armor Class 13 (Natural Armor)
  Hit Points 22 (4d6 + 8)
  Speed 30 ft., water walking 30 feet
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 15 (+2) 14 (+2) 4 (-3) 11 (+0) 6 (-2)
  Skills Perception +4, Stealth +4
  Senses darkvision 60 ft., passive Percep-
  tion 14
  Challenge 1/2 (100 XP)
  Camouflage. In its natural surroundings the 
  water strider may be mistaken for dead tree.
  The water strider has advantage on Dexterity 
  (Stealth) checks to hide in watery areas or 
  forests.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage.
  Steps to training a water strider
  Animal Handling (Wisdom)
  Task 
  DC (untrained) 
  DC (trained)
  Walk on water 
  12 
  8
  Dive — with bubble 
  15  
  10 
  Retrieve sunken object 
  20  
  12
  Protect another 
  15 
  10
  Flee (in combat) 
  15  
  10
  Flee (out of combat) 
  12  
  8
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Nerdarchy - Chimes of Discordia - Fantastical Mounts.pdf