Talk:Asperii

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Asperi (D&D 3rd Ed.)

Large Magical Beast (Cold)
Hit Dice
4d10+8 (30 hp)
Initiative
+1
Speed
60 ft., fly 30 ft. (good)
AC
14 (−1 size, +1 Dex, +4 natural), touch 10, flatfooted 14
Attacks
2 hooves +6 melee and bite +1 melee
Damage
Hoof 1d4+3, bite 1d3+3
Space/Reach
10 ft./5 ft.
Special Qualities
Cold subtype, darkvision 60 ft., dodge arrows, feather fall, low-light vision, ride the wind, telepathy, uncanny dodge, wind immunity
Saves
Fort +7, Ref +5, Will +3
Abilities
Str 16, Dex 13, Con 17, Int 13, Wis 14, Cha 10
Skills
Intimidate +7, Listen +6, Spot +7, Survival +8
Feats
Alertness, Endurance, Flyby Attack, Improved uncanny dodge, Run
Climate/Terrain
Any mountains
Organization
Solitary, pair, string (3–4), or herd (5–20)
Challenge Rating
4
Treasure
None
Alignment
Always neutral good
Advancement
5–6 HD (Medium-size)

Monster Manual II, p.25–26

At first glance, an asperi appears to be nothing more than an unusually beautiful horse. An individual asperi can be white, gray, or dun-colored, with a graceful, flowing mane of silver, white, or light gray. A secondary mane of the same shade as the first extends from the creature’s front shoulders down along the backs of its front legs.

Unlike typical horses, asperis are intelligent magical beasts. They live in the permanent cold of remote mountain peaks, where they gallop across the glaciers and through the frigid skies. By catching prevailing winds and flying with them, asperis can move even faster through the skies than their normal flying speed permits. Their ability to “ride the wind” in this way has earned them the common name of wind steeds.

The typical asperi belongs to a herd with up to twenty members, but it spends much of its time roaming the skies alone or with just one or two chosen companions. Hippogriffs and griffons, the mortal enemies of the asperis, are almost never encountered in mountains where wind steeds live, since the far more intelligent asperis take pains to drive them off or kill them. Asperis also dislike rocs, but they get along well with pegasi. Lasting friendships between asperis and pegasi are rare, however, because the winged horses seldom venture into the cold mountain heights where the wind steeds live.

If captured when very young and raised with respect and consideration, an asperi can be trained as a steed. Any potential rider must realize that an asperi mount is not a mere animal; it is an intelligent, sentient being with opinions and ideas of its own, and it demands to be treated as such. Under no circumstances will an asperi tolerate a rider who is chaotic or evil. A paladin might convince an adult wind steed to serve as a permanent mount, but full-grown asperis usually agree to bear riders only in the short term, since they value their independence.

Asperis with 5 or more HD are very rare. Such creatures have iridescent hides that glisten like snow and rainbow-hued manes and tails.

Combat

Asperis are inoffensive creatures by nature. Given their great speed, their usual response to danger is simply to fly away. Like most horses, however, they can fight ferociously when aroused. In combat, they usually kick and slash with their front hooves and bite with their powerful jaws.

Asperis prefer to fight from the air, which gives them a significant advantage against opponents on the ground, under the right conditions. Near their mountain homes, asperis always look for opportunities to attack intruders when the latter are at the edges of cliffs or maneuvering on narrow ledges. The wind steeds use combinations of charges, bull rushes, flyby attacks, and trip attacks (all while airborne) to force their enemies over precipices or into glacial crevasses. They usually prefer to use their speed and maneuverability to avoid combat until conditions are in their favor.

Cold Subtype (Ex): An asperi is immune to cold damage but takes double damage from fire unless a saving throw for half damage is allowed. In that case, the creature takes half damage on a success and double damage on a failure.

Dodge Arrows (Ex): A flying asperi gains a +2 dodge bonus to AC against any missile attack during any turn in which it takes a move action. If it has a rider, he or she also gains the bonus. The bonus lasts until the asperi’s next turn.

Feather Fall (Sp): An asperi can use feather fall up to four times per day. Caster level 4th.

Ride the Wind (Su): This ability is similar to the effect of the air walk spell in most respects. When an asperi uses ride the wind, it gains bonus movement (+1 ft. to fly speed for each 1 mph of the prevailing wind) when moving with winds faster than 20 mph. Adverse winds do not slow the creature down, but they provide no bonus movement.

An asperi carrying a rider gallops through the air so smoothly that the rider can cast spells without making Concentration checks, provided that the asperi does not attack or perform any sudden aerial maneuvers.

Telepathy (Su): An asperi can communicate with any creature that has an Intelligence score of at least 1 through a form of telepathy. This communication has a range of 60 feet, and its complexity is limited by the Intelligence score of the other creature.

Uncanny Dodge (Ex): Because of its preternatural alertness, an asperi retains its Dexterity bonus to AC even when flat-footed, and it cannot be flanked.

Wind Immunity (Ex): Winds, either natural or magical, have no effect on an asperi unless it chooses to ride them for additional movement (see Ride the Wind, above). This benefit applies equally to mountain gales, magical windstorms, elemental whirlwinds, and other similar effects.

Training an Asperi

Young asperis are worth 7,000 gp per head. They mature at the same rate as horses do. A professional trainer charges 2,000 gp to rear an asperi or to train it as a mount.

Training an asperi requires a successful Handle Animal check (DC 22 for a young asperi, DC 29 for an adult) and the willing cooperation of the creature. An asperi can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.

Carrying Capacity: A light load for an asperi is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. Unlike most flying mounts, an asperi can fly with a medium or heavy load, thanks to its ride the wind ability.

Asperii (AD&D 2nd Ed.)

“Animal Henchmen”

Dragon #269 (March 2000) “Animal Henchmen” by James Wyatt

AC 4; MV 21, Fly 42 (C); HD 4; THAC0 17; #AT 3; Dmg 1–8/1–8/1–4; SD immune to cold and wind; SZ L (8′); ML elite (13–14); Int high to exceptional (13–16); AL NG; MCA4.

Also known as wind steeds, asperii are horse-like creatures with a natural ability to levitate. They appear as white, gray, or dun-colored horses with short manes of silver, white, or light gray. Long tufts of hair extend from their fetlocks, shoulders, and chins as well. They ride the winds with ease, flying so smoothly that their riders can even cast spells from their backs.

Asperii are highly intelligent and accept only riders of similar alignment. They loathe griffons and hippogriffs and generally attack them on sight.

Roleplaying Suggestions. Asperii are independent and free-spirited. They detest servitude and quickly waste away if confined. They are also strongly good-aligned, however, and readily join a good cause. When they have worked with an individual on several occasions and come to trust that person, they can become fiercely loyal companions. Only riders of Neutral, Lawful Neutral, or Neutral Good alignment are acceptable to an asperii.

If an asperii is ever mistreated by its rider, and especially if the rider attempts to restrain or confine the asperii (which the steed considers proof of a lack of trust), the asperii leaves forever.

Special Abilities. Asperii possess a limited form of telepathy that they use to communicate with each other. This telepathy also allows them to communicate with other intelligent races, but its range is limited to 60 yards.

Asperii have the gift of true seeing and can see into the Ethereal and Astral planes. They are immune to gaze attacks and winds of any type. They can ride on the wind, increasing their movement rate by one for every mile per hour of wind over 20 mph. They can also bestow a feather fall ability on themselves or anyone they can touch, up to 4 times per day.

Nonweapon Proficiencies. Alertness, Appraising, Artistic Ability, Blind-fighting, Crowd Working, Dancing, Danger Sense, Direction Sense, Endurance, Etiquette, Fishing, Gaming, Heraldry, Herbalism, Jumping, Local History, Observation, Orienteering, Religion, Spellcraft, Survival, Swimming, Tracking, Weather Sense.

horseshoes of the asperii

Load Carried Max.
Speed
Man.
Class
0–200 lbs. 48 C
201–400 lbs. 36 D
401–600 lbs. 24 E
Over 600 lbs. unable to fly

Dragon #244 (Feb. 1998) “Bazaar of the Bizarre: Miracles of Flight” by James Wyatt and Steve Berman

Similar to horseshoes of a zephyr, these enchanted horseshoes allow a horse to run without touching the ground. In the case of horseshoes of the asperii, however, the horse gains the actual ability to fly, moving at great speed and maneuverability. The horse’s maximum speed and maneuverability class depends on how much weight it carries, as shown on the table.

Horseshoes of the asperii are native to Faerûn and are found only rarely on other worlds. XP Value: 3,000; GP Value: 8,500.

Book of Lairs

Book of Lairs (1994) “Asperii” by Nicky Rea and Sam Witt

Asperii (6)
Terrain
Mountains
Total Party Levels
 
42 (average 7th)
Total gp XP
14,400
Monster XP
7,070
Story XP
 
Complete: 26,470
Defeat: 13,235
Retreat: 6,618
Set Up
  • At the Inn of the Weary Pilgrim all the mint plants are missing from the garden. Most of the fish in the pond and the mistletoe from the upper tree branches nearby are gone too. Now a nobleman’s hawk has disappeared and the distraught innkeeper hires the PCs to investigate and stop the thefts.
  • While staying at the inn, the PCs overhear two shady-looking men discussing their plans to capture the wind steeds that have been reported near the area. From their talk, they seem unlikely to treat the beasts kindly.
  • PCs staying at the inn are contacted telepathically by asperii and asked to help them recover their young—twin foals that have disappeared.
The Lair

Atop a mountain near the inn lives a herd of asperii (also known as wind steeds). Flowmane and Glinteye, a mated pair, have lost their twin foals Silverhoof and Sparkle, and are frantic to find them. The twins were last spotted heading down the mountain in the direction of the inn, so their parents have organized a scouting party to look for them. Unknown to their parents, Silverhoof and Sparkle have been sneaking down to the inn for some time now to munch on the delicacies available there. Asperii are particularly fond of mint leaves, mistletoe, fish, and hawk flesh. During their jaunts, they have been spotted by two hunters who realize their value and seek to capture them. Unfortunately, it is not human predators who have taken the young asperii, but their mortal enemiesgriffons. Having noted that the youngsters habitually visited the inn, two griffons swooped down on them and carried them off to become food for their newly hatched young.

The Hunters

Two unscrupulous hunters have heard rumors of the asperii and have come to the inn prepared to try to capture one. Armed with light crossbows and sleep poison, they position themselves in some cover near the inn’s fish pond. If the PCs overhear their plans, they can move to foil them. Otherwise, whenever the PCs interact with the asperii, the hunters fire one shot each at the wind steeds, then turn their attention to ridding themselves of the PCs’ untimely interference. Each hunter has two loaded crossbows, the quarrels of which have been coated with poison. Once they are out of pre-loaded crossbows, they draw their swords to fight unless given the chance to flee.

Hunters (2 F6): AL NE; AC 5 (studded leather armor & Dex); MV 12; hp 34, 32; THAC0 15 (14 with crossbow); #AT 1; Dmg 1–4 (quarrel) or 1–6 (short sword); SA Sleep poison; SZ M; ML Steady (12); Str 12, Dex 16, Con 11, Int 11, Wis 9, Cha 9; XP 650 each

The sleep poison causes the creature hit to sleep for 3 turns unless a saving throw vs. poison made at −2 is successful. Those saving take no damage except from the crossbow quarrel itself.

The Wind Steeds

Glinteye, Flowmane, and their four friends have tracked the foals to the inn. When they arrive near the fish pond, they have no time to note the clues found there before they are attacked by the hunters. If the PCs have not become involved yet, they now hear terrible whinnies of pain when the hunters attack. Flowmane is struck and knocked unconscious by the poison, and in desperation, Glinteye telepathically sends out a cry of distress that the PCs hear.

The asperii conclude (wrongly) that the attackers have taken the foals and now seek to harm them as well. They attack the hunters, and attack any PCs who rush out to do battle, believing they are allied with the hunters. Fortunately, the conscious ones continue to communicate telepathically, even while fighting, and demand the return of the foals.

Asperii (6): Int Exceptional; AL NG; AC 4; MV 21, Fl 42 (C); HD 4; hp 26 each; THAC0 17; #AT 3; Dmg 1–8/1–8/1–4; SD Immune to cold, wind, and gaze attacks; SZ L (8′); ML Elite (14); XP 420 each

Asperii are extremely vulnerable to flames, suffering double damage from attacks employing flames. If they choose to bear a rider, their flight is so smooth that the passenger can even cast spells while airborne.

If the PCs attack the hunters, do not fight the asperii, or stop fighting them when they realize the mistake the wind steeds have made, the asperii will cease their attacks as well and wait for explanations. If convinced the PCs know nothing of the foals’ disappearance, the asperii ask for help in finding and recovering them. Should the PCs be reluctant to become involved, the asperii offer to pay them in mane hair, in any treasure recovered (if there is any), or in the services of one of the asperii as a mount (only for a neutral, lawful neutral, or neutral good PC) for one year. Meanwhile, they offer to carry the PCs wherever they need to go to find the foals.

Clues By the Pond

If anyone searches near the fish pond, a number of tracks can be seen. Two sets of small hoof prints are almost eradicated by large claw marks that lie atop them. Evidence of a brief struggle shows in some torn-up grass at the spot. Another set of large claw marks, deeply pressed into the earth, indicates that whatever was there took flight, apparently burdened. As if to confirm this, a single, large golden feather adorns the ground nearby.

Anyone with a tracking proficiency can identify the larger tracks as belonging to a griffon. The tracks indicate the griffons flew off to the west, toward another nearby mountain. If no PC has tracking proficiency, the asperii can identify the tracks or the PCs may make an Intelligence roll at −6 to determine if they can figure out what made the tracks and which way they went.

The Griffons’ Aerie

Should the PCs refuse the asperii’s offer of a ride, they may choose to trek overland to the mountain and then climb it. They would then be subject to random encounters for the area that could unnecessarily waylay them. They would also arrive far too late to save the foals, which they can determine in advance by making successful Intelligence or Wisdom rolls (whichever is higher) at +4. If the PCs still choose to travel overland, the asperii will not wait for them. The PCs might, however, arrive in time to rescue the remaining asperii, who will lose the battle with the griffons.

Assuming they ride to the aerie, from their vantage point atop the asperii the PCs can spot a cliff face pocked with several cave mouths, three in an upper position and two below. Some have bits of sticks and straw poking out, suggesting there are nests inside. These are the lairs of an entire pride of griffons, but only five adults are currently at home. They move to attack the PCs as soon as they catch the smell of asperii flesh (about 300 feet from the caves) or whenever the PCs begin an attack or try to enter one of the caves. Ideally, the PCs must fight an aerial battle, but at least some of them might fight on a ledge or in a cave if they are able to reach them.

Griffons (5): Int Semi; AL N; AC 3; MV 12, Fl 30 (C, D if mounted); HD 7; hp 34 each; THAC0 13; Dmg 1–4/1–4/2–16; SZ L (about 9′ long); ML Steady (12); XP 650 each

At least two of the griffons make attacks directly against the asperii. The others fight whichever creature seems to be doing them the most harm, although one tries to drag a PC off his mount. The griffons are slower than the asperii, though they have the same maneuverability. Smart PCs might attempt to jump onto griffons to reduce their maneuverability and to strike at them directly. Of course, the griffons will attempt to dislodge such intruders.

The foals (not yet dead and fed to the young griffons) are in the lower right cave. The foals tremble and whinny throughout the attack, which allows the PCs to quickly figure out which cave they are in if there is not much noise and they are able to listen carefully. Heavy brush has been piled up in front of them to prevent their escape. The cave also holds two young griffons who are not yet old enough to fight or get their own food. Their parents fight to the death regardless of morale rolls.

A search of all the caves turns up the following treasure among the bones of less lucky adventurers: a silver necklace set with a small sapphire (2,500 gp), a heavy gold ring shaped like a dragon eating its tail (1,500 gp), a pouch with 150 pp in it, two zircons (50 gp gems), a pair of winged boots, a dagger of throwing +2, and potions of extra healing, levitation, and ventriloquism. The fledgling griffons sell for 5,000 gp each on the open market, though some good aligned PCs (or any druids) might decide not to take the young ones. There is some irony in preventing the hunters from capturing the asperii, then benefiting from the sale of the griffon fledglings. Profits from griffon claws and feathers might provide compensation also.

Monstrous Compendium

Climate/Terrain
Mountain peaks
Frequency
Rare
Organization
Herd
Activity Cycle
Day
Diet
Omnivore
Intelligence
High (13–14) to Exceptional (15–16)
Treasure
Nil
Alignment
Neutral good
No. Appearing
1–4 (rarely 4–40)
Armor Class
4
Movement
21″, Fl 42″ (C)
Hit Dice
4
THAC0
17
No. of Attacks
3
Damage/Attack
1–8/1–8/1–4
Special Attacks
Nil
Special Defenses
Immune to cold-, air-based, and gaze attacks, true seeing, featherfall (4/day); double damage from fire
Magic Resistance
Nil
Size
L (8′)
Morale
Elite (13–14)
XP Value
420

MC3 Monstrous Compendium: Volume Three: Forgotten Realms Appendix • MCA4 Monstrous Compendium Annual: Volume Four

Commonly known as wind steeds. the asperii is highly prized as a mount and can be very loyal to the rider. They are white. grey, or dun in color and have small manes that are usually silver, white, or light grey.

Asperii communicate with each other by means of a limited form of telepathy, which has a range of 60 yards. With this power, they can also speak with other intelligent beings.

Combat: Asperii have keen eyes that not only give them the power of true sight, including sight into the Ethereal and Astral planes. This often allows them to warn their riders of approaching creatures that might otherwise be undetected. Although they are gentle beings, asperii are quite able to defend themselves if forced into combat. Each round, asperii can kick with their front hooves and bite with their sharp teeth. As a rule, they direct their bites at the wings and faces of their opponents.

Asperii are utterly immune to any form of cold-based attack. Similarly, they are unharmed by winds of any type, including the whirlwind attacks of air elementals, djinn, and like creatures. Wind steeds can slip free of the grasp of an aerial servant with unusual ease, having a 40% chance to do so. Conversely, they are especially vulnerable to flames, though not to heat, and suffer double the normal amount of damage from any attack employing open flames. Asperii are immune to all gaze attacks, such as those of a basilisk or catoblepas.

The wingless asperii are capable of flight due to their natural powers of levitation. They are able to ride winds of any nature, magical or otherwise. When they do so, they can add 1 to their movement rate for each mile per hour over 20 of the wind. They have the inherent ability to cast a feather fall spell up to four times per day on themselves or on any creature they touch. In flight, the asperii is fairly agile (Maneuverability Class C). It remains so as long as it carries no more than 150 pounds. Although it can still fly while carrying up to 600 pounds, its maneuverability class is reduced to D if it carries over 150 pounds.

A loyal asperii (that is. one who has accepted the rider as a master) can fly so smoothly as to allow spellcasting from its back. If the asperii engages in violent maneuvering or strikes with its hooves or bite, the individual cannot successfully cast spells while riding.

Habitat Society: Asperii sometimes live in herds of as many as 20, but are most often encountered in groups of four or less. As a rule, they live in the uppermost regions of virtually inaccessible mountain peaks.

Asperii are the mortal enemies of hippogriffs and griffons, tending to attack these creatures on sight. They have also been known to do battle with rocs, although they normally ignore these creatures if possible. They get on quite well with pegasi, and the two species are often found in each other’s company.

If taken when young, an asperii can be trained to accept a single master. If this is properly done, the creature becomes utterly loyal to that individual, and will not bear another upon its back unless so instructed by its master. An asperii will not accept a master who is not of lawful neutral, neutral, or neutral good alignment. Young asperii, commonly known as “doffs”, can be sold to those who wish to train them for between 4,000 and 6,000 gold pieces.

Ecology: Although asperii are omnivorous and eat a great variety of plants and animals, they do have a few favorite foods. Asperii prize mint leaves, mistletoe, fish. and hawk flesh. In fact, they so delight in eating fish that they have been known to raid fishing boats and coastal villages in search of them. Perhaps because asperii can go for long periods of time without eating, they seem to have unlimited appetites when given the chance to feed on their favorite foods.

Noble Asperii

The noble asperii are a very rare off-shoot of this species. Many people describe the hide of a noble asperii as looking like an iridescent, polished abalone shell.

Their telepathy is more powerful than that of their more common counterparts, having a 90-foot range and being forceful enough to permit the noble to implant a suggestion in creatures of 3 Hit Dice or fewer.

Nobles have 6 Hit Dice (THAC0 15) and are often found at the head of large herds of asperii.

Wind Steed (AD&D)

Frequency
Rare
No. Appearing
1–4
Armor Class
4
Move
22″/46″ (MC: A); see below
Hit Dice
4
% in Lair
22%
Treasure Type
Nil
No. of Attacks
2 hooves and 1 bite
Damage/Attack
1–8/1–8/1–4
Special Attacks
Nil (nobles use suggestion)
Special Defenses
Immune to gaze attacks and cold
Magic Resistance
Standard
Intelligence
High to exceptional
Alignment
Neutral good
Size
L (horse-sized)
Psionic Ability
Nil, Attack/Defense Modes: Nil
Level/X.P. Value
III/110 + 4/hp (add 25 for nobles)

Dragon #89: “Creature Catalog” by Ed Greenwood

Wind steeds, also known as asperii, are highly prized as mounts. These aerial creatures lair in cloud islands or upon the highest, most inaccessible mountain peaks. Asperii are mortal enemies of hippogriffs and griffons; they tend to ignore rocs, save for occasional scraps; and they are friendly with pegasi (the two species are often found together).

The wingless, horselike asperii fly by natural powers of levitation and also possess the power to “ride the winds”. Strong winds of natural or magical origin increase the speed of an asperii flying with them, 1″ for every mile per hour over 20. Asperii take no damage from winds of any type (including air elemental or djinni whirlwinds, wind walkers, and the buffeting attacks of aerial servants). They can break free of the grip of aerial servants with uncommon ease (40% chance). Wind steeds can cast up to 4 feather fall spells per day, upon themselves or (by touch) others.

The most maneuverable of steeds, asperii are of maneuverability class A and remain so until they carry over 1500 gp weight. Thus, they can carry one lightly armored rider without any penalty in maneuverability—moreover, a lone rider may cast spells from the back of a loyal wind steed (that is, spells not requiring the use of a surface for writing glyphs, runes, circles, etc.). Asperii may carry up to 6000 gp weight, at a penalty of one maneuverability class per 1500 gp of additional weight.

Wind steeds must be trained in the manner of griffons, and can become deeply loyal to one master. When so trained, an asperii will suffer no one to ride it but its master or those it views as friends of its master. Asperii communicate by limited telepathy (6″ range), and will accept as a master only a character of neutral, lawful neutral, or neutral good alignment. Those trained to take all riders are known as “broken” asperii; they become cowards and refuse to fight other creatures in the air. Young asperii bring 4000–6000 gp on the open market (asperii bear live young).

Asperii have true sight and can see into both the Astral and Ethereal Planes. Their vision is so strong and intense that they are immune to the effects of gaze attacks (such as those of the basilisk and catoblepas). Usually white, smoky grey, or dun in color, wind steeds suffer no damage from cold-based attacks. Fire does double damage.

Asperii are omnivorous and especially prize mint leaves, fish, and hawk meat. Although they can go for long periods without eating, asperii have a seemingly limitless appetite when given the chance to gorge themselves. In aerial combat asperii lash out with their front hooves (note that spells cannot be cast from the back of an asperii so engaged). They also bite, tending to aim for the wings and faces of opponents.

A very rare subspecies known as “noble” asperii exists, and are varicolored and iridescent (like polished abalone shell). They have 9″ range telepathy of sufficient mental force to exert a suggestion spell on creatures of 3 HD or less. These creatures often lead groups of wild asperii.