TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
  MOUNT EXPANSION 
  1 
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  MOUNT EXPANSION 
  2 
   
   
  Large beast, unaligned
  Armor Class 13 
  Hit Points 26 (4d10 + 4) 
  Speed 70 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 16 (+3) 12 (+1) 
  2 (-4) 
  11 (+0) 
  8 (-1) 
  Saving Throws Dex +5 
  Skills Athletics +5 
  Senses passive Perception 10  
  Languages –– 
  Challenge 1 (200 XP) 
  Nimble. The horse can take the Disengage action as a 
  bonus action on each of its turns. 
   
  Actions
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) bludgeoning damage. 
  Medium beast, unaligned
  Armor Class 12 
  Hit Points 32 (5d8 + 10) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 14 (+2) 14 (+2) 
  4 (-3) 
  12 (+1) 
  8 (-1) 
  Saving Throws Str +4, Con +4 
  Skills Athletics +4, Perception +3 
  Senses passive Perception 13 
  Languages –– 
  Challenge 1 (200 XP) 
  Keen Hearing and Smell. The mastiff has advantage 
  on Wisdom (Perception) checks that rely on hearing or 
  smell. 
   
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) piercing damage. If the target is 
  a creature, it must succeed on a DC 12 Strength saving 
  throw or be knocked prone. 
  Large beast, unaligned
  Armor Class 10 
  Hit Points 45 (6d10 + 12) 
  Speed 50 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 10 (+0) 16 (+3) 
  2 (-4) 
  8 (-1) 
  6 (-2) 
  Saving Throws Str +6, Con +5 
  Skills Survival +1 
  Senses passive Perception 9 
  Languages –– 
  Challenge 2 (450 XP) 
  Hardy Traveler. The camel ignores difficult terrain in 
  dry or rocky environments and has advantage on 
  saving throws and ability checks against extreme heat. 
   
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  MOUNT EXPANSION 
  3 
  Medium beast, unaligned
  Armor Class 12 
  Hit Points 39 (6d8 + 12) 
  Speed 50 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 14 (+2) 15 (+2) 
  2 (-4) 
  12 (+1) 
  8 (-1) 
  Saving Throws Str +5, Dex +4, Con +4 
  Skills Athletics +5 
  Senses passive Perception 11 
  Languages –– 
  Challenge 2 (450 XP) 
  Sure-Footed. The pony has advantage on Strength 
  and Dexterity saving throws made against effects that 
  would knock it prone. 
   
  Actions
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) bludgeoning damage. 
  Large beast, unaligned
  Armor Class 13 
  Hit Points 37 (5d10 + 10) 
  Speed 70 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 16 (+3) 14 (+2) 
  2 (-4) 
  13 (+1) 
  8 (-1) 
  Saving Throws Dex +5, Con +4 
  Skills Athletics +6 
  Senses passive Perception 11  
  Languages –– 
  Challenge 2 (450 XP) 
  Nimble. The horse can take the Disengage action as a 
  bonus action on each of its turns. 
   
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  Large beast, unaligned
  Armor Class 12 
  Hit Points 51 (6d10 + 18) 
  Speed 60 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 14 (+2) 16 (+3) 
  2 (-4) 
  13 (+1) 
  10 (+0) 
  Saving Throws Str +6, Dex +4, Con +5 
  Skills Athletics +6 
  Senses passive Perception 11  
  Languages –– 
  Challenge 3 (700 XP) 
  Trampling Charge. If the horse 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 horse can make another attack 
  with its hooves against it as a bonus action. 
   
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  MOUNT EXPANSION 
  4 
  Large beast, unaligned
  Armor Class 11 
  Hit Points 66 (7d10 + 28) 
  Speed 50 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 12 (+1) 18 (+4) 
  2 (-4) 
  13 (+1) 12 (+1) 
  Saving Throws Str +7, Con +6 
  Skills Athletics +7 
  Senses passive Perception 11  
  Languages –– 
  Challenge 4 (1,100 XP) 
  Trampling Charge. If the horse 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 15 Strength saving throw or be knocked prone. If 
  the target is prone, the horse can make another attack 
  with its hooves against it as a bonus action. 
   
  Actions
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) bludgeoning damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  MOUNT EXPANSION 
  5 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  MOUNT EXPANSION 
  6 
   
  Large fiend, neutral evil
  Armor Class 14 (natural armor) 
  Hit Points 104 (11d10 + 44) 
  Speed 60 ft., fly 90 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 15 (+2) 18 (+4) 10 (+0) 13 (+1) 
  15 (+2) 
  Skills Athletics +7 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages understands Abyssal, Common, and 
  Infernal but can’t speak 
  Challenge 6 (2,300 XP) 
  Confer Fire Resistance. The nightmare can grant 
  resistance to fire damage to anyone riding it. 
   
  Illumination. The nightmare sheds bright light in a 10-
  foot radius and dim light for an additional 10 feet. 
   
  Magic Resistance. The nightmare has advantage on 
  saving throws against spells and other magical effects. 
   
  Actions
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 
  10 (3d6) fire damage. 
   
  Ethereal Stride. The nightmare and up to three willing 
  creatures within 5 feet of it magically enter the Ethereal 
  Plane from the Material Plane, or vice versa. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  MOUNT EXPANSION 
  7 
  Large fiend, neutral evil
  Armor Class 15 (natural armor) 
  Hit Points 147 (14d10 + 70) 
  Speed 60 ft., fly 90 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 15 (+2) 20 (+5) 10 (+0) 13 (+1) 
  15 (+2) 
  Skills Athletics +9 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages understands Abyssal, Common, and 
  Infernal but can’t speak 
  Challenge 9 (5,000 XP) 
  Confer Fire Resistance. The nightmare can grant 
  resistance to fire damage to anyone riding it. 
   
  Illumination. The nightmare sheds bright light in a 10-
  foot radius and dim light for an additional 10 feet. 
   
  Magic Resistance. The nightmare has advantage on 
  saving throws against spells and other magical effects. 
   
  Actions
  Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 
  14 (4d6) fire damage. 
   
  Ethereal Stride. The nightmare and up to three willing 
  creatures within 5 feet of it magically enter the Ethereal 
  Plane from the Material Plane, or vice versa. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  MOUNT EXPANSION 
  8 
   
  Large celestial, chaotic good
  Armor Class 13 
  Hit Points 85 (10d10 + 30) 
  Speed 60 ft., fly 90 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 16 (+3) 17 (+3) 
  10 (+0) 15 (+2) 15 (+2) 
  Saving Throws Dex +5, Con +5, Wis +4, Cha +4 
  Skills Athletics +7, Perception +6 
  Senses passive Perception 16 
  Languages understands Celestial, Common, Elvish, 
  and Sylvan but can’t speak 
  Challenge 4 (1,100 XP) 
  Flyby. The pegasus doesn’t provoke an opportunity 
  attack when it flies out of an enemy’s reach. 
   
  Actions
  Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) bludgeoning damage. 
  Large celestial, chaotic good
  Armor Class 13 
  Hit Points 133 (14d10 + 56) 
  Speed 60 ft., fly 90 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 16 (+3) 18 (+4) 12 (+1) 15 (+2) 
  15 (+2) 
  Saving Throws Dex +6, Con +7, Wis +5, Cha +5 
  Skills Acrobatics +6, Athletics +8, Perception +8 
  Senses passive Perception 18 
  Languages understands Celestial, Common, Elvish, 
  and Sylvan but can’t speak 
  Challenge 8 (3,900 XP) 
  Flyby. The pegasus doesn’t provoke an opportunity 
  attack when it flies out of an enemy’s reach. 
   
  Speed Burst. As a bonus action, the pegasus can 
  perform the Dash or Dodge action. It can use this ability 
  again after a short or long rest. 
   
  Sonic Boom (Recharge 6). If the pegasus flies its full 
  speed and then uses its action to Dash, as a bonus 
  action it can move up to its fly speed and create a 
  colorful sonic boom. At the end of this movement, the 
  space that is occupied when starting the bonus action 
  becomes the center of the effect. Every creature within 
  15 feet of that space in every direction must make a 
  Constitution saving throw (DC 13). A creature takes 5d8 
  thunder damage on a failed save, or half as much on a 
  successful one. 
   
  Actions
  Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) bludgeoning damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  MOUNT EXPANSION 
  9 
   
  Large celestial, lawful good
  Armor Class 13 
  Hit Points 93 (11d10 + 33) 
  Speed 50 ft., fly 90 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 16 (+3) 16 (+3) 
  12 (+1) 18 (+4) 17 (+3) 
  Saving Throws Con +6, Wis +7 
  Skills Athletics +8 
  Damage Immunities poison 
  Condition Immunities charmed, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Celestial, Elvish, Sylvan, telepathy 60 ft. 
  Challenge 7 (2,900 XP) 
  Charge. If the unicorn moves at least 20 feet straight 
  toward a target and then hits it with a horn attack on the 
  same turn, the target takes an extra 13 (3d8) piercing 
  damage. If the target is a creature it must succeed on a 
  DC 15 Strength saving throw or be knocked prone. 
   
  Flyby. The unicorn doesn’t provoke an opportunity 
  attack when it flies out of an enemy’s reach. 
   
   
  Innate Spellcasting. The unicorn’s innate spellcasting 
  ability is Charisma (spell save DC 14). The unicorn can 
  innately cast the following spells, requiring no 
  components: 
   
  At will: detect evil and good, druidcraft, mage hand,  
             pass without trace 
  1/day each: calm emotions, dispel evil and good,  
                     entangle, locate object 
   
  Magic Resistance. The unicorn has advantage on 
  saving throws against spells and other magical effects. 
   
  Magic Weapons. The unicorn’s weapon attacks are 
  magical. 
   
  Actions
  Multiattack. The unicorn makes two attacks: one with 
  its hooves and one with its horn. 
   
  Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) bludgeoning damage. 
   
  Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage. 
   
  Healing Touch (3/day). The unicorn touches another 
  creature with its horn. The target magically regains 16 
  (3d8 + 3) hit points. In addition, the touch removes all 
  diseases and neutralizes all poisons. 
   
  Teleport (1/Day). The unicorn magically teleports itself 
  and up to three willing creatures it can see within 5 feet 
  of it, along with any equipment they are wearing or 
  carrying, to a location the unicorn is familiar with, up to 
  10 miles away. 
   
  Legendary Actions 
  The unicorn can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The unicorn regains spent 
  legendary actions at the start of its turn. 
   
  Hooves. The unicorn makes one attack with its hooves. 
  Shimmering Shield (Costs 2 Actions). The unicorn 
  creates a shimmering, magical field around itself or 
  another creature it can see within 60 feet of it. The 
  target gains a +2 bonus to AC until the end of the 
  unicorn’s next turn. 
  Heal Self (Costs 3 Actions). The unicorn magically 
  regains 16 (3d8 + 3) hit points. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  MOUNT EXPANSION 
  10 
  Large celestial, lawful good
  Armor Class 13 
  Hit Points 133 (14d10 + 56) 
  Speed 50 ft., fly 90 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 16 (+3) 18 (+4) 
  14 (+2) 20 (+5) 19 (+4) 
  Saving Throws Con +8, Wis +9, Cha +8 
  Skills Acrobatics +7, Athletics +9 
  Damage Immunities poison 
  Condition Immunities charmed, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Celestial, Elvish, Sylvan, telepathy 60 ft. 
  Challenge 10 (5,900 XP) 
  Charge. If the unicorn moves at least 20 feet straight 
  toward a target and then hits it with a horn attack on the 
  same turn, the target takes an extra 18 (4d8) piercing 
  damage. If the target is a creature it must succeed on a 
  DC 15 Strength saving throw or be knocked prone. 
   
  Flyby. The unicorn doesn’t provoke an opportunity 
  attack when it flies out of an enemy’s reach. 
   
  Innate Spellcasting. The unicorn’s innate spellcasting 
  ability is Charisma (spell save DC 16). The unicorn can 
  innately cast the following spells, requiring no 
  components: 
   
  At will: detect evil and good, druidcraft, mage hand,  
             pass without trace 
  1/day each: calm emotions, dispel evil and good,  
                     entangle, locate object, telekinesis,  
                     sunbeam 
   
  Magic Resistance. The unicorn has advantage on 
  saving throws against spells and other magical effects. 
   
  Magic Weapons. The unicorn’s weapon attacks are 
  magical. 
   
  Actions
  Multiattack. The unicorn makes two attacks: one with 
  its hooves and one with its horn. 
   
  Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) bludgeoning damage. 
   
  Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage. 
   
  Healing Touch (3/day). The unicorn touches another 
  creature with its horn. The target magically regains 22 
  (4d8 + 4) hit points. In addition, the touch removes all 
  diseases and neutralizes all poisons. 
   
  Teleport (1/Day). The unicorn magically teleports up to 
  three willing creatures it can see within 5 feet of it, 
  along with any equipment they are wearing or carrying, 
  and itself too if it so wishes, to a location the unicorn is 
  familiar with, up to 100 miles away. 
   
  Legendary Actions 
  The unicorn can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The unicorn regains spent 
  legendary actions at the start of its turn. 
   
  Hooves. The unicorn makes one attack with its hooves. 
  Shimmering Shield (Costs 2 Actions). The unicorn 
  creates a shimmering, magical field around itself or 
  another creature it can see within 60 feet of it. The 
  target gains a +2 bonus to AC until the end of the 
  unicorn’s next turn. 
  Heal Self (Costs 3 Actions). The unicorn magically 
  regains 22 (4d8 + 4) hit points. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Scott Metzger/Scott Metzger - D&D 5e Mount Expansion.pdf