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Aughisky / Each uisge

mati, mare, the horse, Aughisky / Each uisge

A beautiful light horse walks by the lake. Its silky black coat glistens in the moonlight, almost as if it were wet.

Originally Posted by Shade of the En World forums.

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The water-horse the aughiska were once common and used to come out of the water – particular it seems, in November – and gallop along the sands or over the fields, and if people could get them away from the fields and saddle and bridle them, they would make the finest horses. But they must be ridden inland, for if they got so much as a glimpse of salt water they would gallop headlong away, carrying their riders with them, bear them deep into the sea and there devour them. It is said also that the untamed aughiska devours mortal cattle.

This monster’s normal form is that of an unusually attractive light horse. The water-horse is found near fresh-water lakes and rivers, where it wanders in search of its unsuspecting prey. Often people may attempt to capture and ride it, which it allows with some ease; however, the rider(s) soon discovers that the skin of the water-horse is sticky and one cannot pull loose easily.

If captured somehow and forced to serve as a (unridden) draft animal, the water-horse has the carrying capacity of a heavy horse. It will constantly attempt to kill its master, however, unless controlled by magical means.

Water-horses speak Common and their own language.

Water-Horse (Aughisky)
Large magical beast (Aquatic, Shapechanger)
Hit Dice6d10+12 (45 hp)
Initiative+1
Speed50 ft. (10 squares), Swim 50 ft.
Armor Class16 (-1 size, +1 Dexterity, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple+6/+11
AttackBite +7 melee (1d8+1)
Full AttackBite +7 melee (1d8+1)
Space/Reach10 ft./5 ft.
Special AttacksAdhesive, spell-like abilities
Special QualitiesAmphibious, change shape, Darkvision 60 ft., Low-Light Vision, Spell Resistance 17
SavesFort +7, Ref +6, Will +5
AbilitiesStrength 13, Dexterity 13, Constitution 15, Intelligence 12, Wisdom 12, Charisma 12
SkillsBluff +5, Concentration +5, Disguise +9*, Hide +5, Jump +9, Listen +7, Move Silently +5, Spot +7, Swim +9
FeatsAlertness, Iron Will, Weapon Focus (bite)
EnvironmentAny aquatic
OrganizationSolitary
Challenge Rating6
TreasureNone
AlignmentAlways chaotic evil
Advancement7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment

Combat

The water-horse will generally try to lure unsuspecting victims to its adhesive hide, and while they struggle to get free, the water-horse will run into the nearest body of water. Once submerged, the victim will begin to drown (see the Drowning Rule in the Dungeon Master’s Guide) unless freed. Water-horses are particularly hated and feared, because they seem to prefer to attack children, who are more careless than adults and are easier prey. A water-horse usually only uses its bestow curse ability if all other forms of attack fail against an opponent.

Adhesive (Ex) The skin of the water-horse is sticky, holding fast any creatures or items touching it. Any creature that touches a water-horse is stuck fast unless the creature succeeds on a DC 15 Reflex save. A successful DC 15 Strength check is needed to pry it off. A weapon that strikes a water-horse is also stuck fast unless the wielder succeeds on a DC 15 Reflex save. The check and save DCs are Constitution-based.

Spell-Like Abilities 1/day–bestow curse (DC 15).

Caster level 9th. The save DC is Charisma-based.

Amphibious (Ex) Although swater-horses are aquatic, they can survive indefinitely on land.

Change Shape (Su) A water-horse can assume the shape of any Small or Medium humanoid. In humanoid form, the water-horse loses its natural attacks. A water-horse can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a water-horse reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Skills A water-horse has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A water-horse has a +4 racial bonus on Bluff and Disguise checks.

*When using its change shape ability, a water-horse gets an additional +10 circumstance bonus on Disguise checks.

Carrying Capacity A light load for a water-horse is up to 200 pounds; a medium load, 201-400 pounds; a heavy load, 401-600 pounds. A water-horse can drag 3,000 pounds.

Source Created by Roger E. Moore. Converted from “Dragon’s Bestiary”, Dragon Magazine #48, p.10.

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