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World of Tor

Wyrm Rider CR: 3

Medium humanoid (any), lawful neutral
Armor Class: 17 (Hlaf Plate Armor)
Hit Points: 58 (9d8 + 18)
Speed: 30 ft

STR

15 +2

DEX

15 +2

CON

14 +2

INT

10 +0

WIS

13 +1

CHA

10 +0

Skills: Animal Handling +3, Acrobatics +4, Athletics +4, Perception +3
Senses: passive perception: 13
Languages: Common, Draconic
Challenge Rating: 3
Proficiency Bonus: +2

Mounted Combatent. The Wyrm Rider has the following benefits while it is mounted and isn't incapacitated.

  • The Wyrm Rider has advantage on melee attack rolls against any unmounted creature that is smaller than there mount.
  • The Wyrm Rider can force an attack targeted at its mount to target it instead.
  • If the Wyrm Riders mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Exotic Saddle. Wyrm Riders use exotic saddles on their arial mounts, granting them the benefits of a saddle. The Wyrm Rider has advantage on skill checks and saving throws to remain mounted.

Actions

Multiattack. The Wyrm Rider makes two Shortsword, heavy crossbow, or lance attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. 7 (1d10+2) piercing damage.

Lance. Melee Weapon Attack: +4 to hit (with disadvantage against a target within 5 ft.), reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage, or 11 (1d12 + 5) piercing damage while mounted.

Reactions

Feather Fall. The wyrm rider wears a magic ring with which it can cast the feather fall spell on itself once as a reaction to falling. After the spell is cast, the ring becomes nonmagical.

Wyrm Riders are an elite group of arial combatents who ride Drakenite, Wyverns, and other tameable arial draconic mounts.

Mounted Combat Rules Quick Refrence Page 198 PHB / Page 99 V5.1 Systems Reference Document
A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.

Mounting and Dismounting
Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.

If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw.

If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.

Controlling a Mount
While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.

You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.

An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.

In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.

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