Asperii

Wingless sky horses that ride the wind itself, asperii see through illusion into other planes and make devoted mounts, if you can raise one from a foal.

Setting: Forgotten Realms · Sources: MC3 Forgotten Realms Appendix I; Monstrous Compendium, 1997 Annual, Volume 4

Appearance

Asperii, often called wind steeds, look like fine horses in white, gray or dun, with flowing manes of silver, white or pale gray. They have no wings. A rare offshoot, the noble asperii, has a hide that shimmers like polished abalone shell.

Combat

Their eyes have true seeing, which pierces even the Astral and Ethereal planes, so they often warn riders of creatures nobody else could spot. Gentle by nature, they still defend themselves capably, kicking with the front hooves and biting each round, usually aiming bites at an enemy's wings or face.

Cold of any kind cannot hurt them, and neither can wind, including the whirlwinds of air elementals, djinn and similar beings. Gaze attacks, such as a basilisk's or catoblepus's, have no effect. An aerial servant's grip holds them poorly; they have a 40% chance to slip free. Open flame is their weakness and deals double damage, though plain heat does not.

Asperii fly by natural levitation and can ride any wind, magical or natural, adding 1 to its movement rate per mph of wind speed beyond 20. Up to four times a day one can cast feather fall on itself or a creature it touches. With 150 pounds or less aboard it flies with Maneuverability Class C; it can carry up to 600 pounds, but anything over 150 drops it to class D.

A loyal mount that accepts its rider as master flies smoothly enough for spellcasting from the saddle, unless it is maneuvering violently, kicking or biting at the time.

Habitat and Society

Wind steeds make their homes on the highest, most unreachable mountain peaks. Herds can number up to 20, but groups of four or fewer are more common. Big herds are frequently led by a noble, which has 6 Hit Dice and THAC0 15.

They talk among themselves by limited telepathy out to 60 yards, which also lets them speak with other intelligent creatures. A noble's telepathy reaches 90 feet and is strong enough to plant a suggestion in any creature with no more than 3 Hit Dice.

Hippogriffs and griffons are mortal enemies, attacked on sight. Asperii will fight rocs when necessary but prefer to avoid them. Pegasi are good friends, and the two often share territory.

A foal, called a doff, captured young can be trained to serve one master, and a properly trained one is totally loyal and will carry no one else unless told to. Its master must be neutral, neutral good or lawful neutral; no one else will do. Doffs sell for 4,000 to 6,000 gold pieces.

Ecology

Asperii eat almost any plant or animal, but they are wild for mint leaves, mistletoe, hawk flesh and especially fish, and have raided fishing boats and seaside villages to get it. Able to go a long time without food, they seem to have no limit once a favorite treat is on offer.

More: Monsters starting with A · Forgotten Realms monsters · All monsters A-Z

Statistics

Climate/TerrainMountain peaks
FrequencyRare
OrganizationHerd
Activity CycleDay
DietOmnivore
IntelligenceHigh (13-14)
TreasureNil
AlignmentNeutral good
No. Appearing1-4 (rarely 4-40)
Armor Class4
Movement21, Fl 42 (C)
Hit Dice4
THAC017
No. of Attacks3
Damage/Attack1d8/1d8/1d4
Special AttacksNil
Special DefensesImmune to cold-, air-based, and gaze attacks, true seeing, featherfall (4/day); double damage from fire
Magic ResistanceNil
SizeL (8')
MoraleElite (13-14)
XP Value420