Half hound and half horse, the caniquine is a loyal, playful mount with a dog's bite and a horse's kick, though some carry a crimson curse that only a costly red metal can hold at bay.
A caniquine joins the head and forelegs of a big dog to a horse's hindquarters, and has a horse's strength. Its coat follows the canine half, from short and woolly to long and sleek, in shades from white or yellow to jet black.
Intelligent and eager, caniquines tame easily, learn simple spoken commands, and answer with barks, growls, and body language. They can pull loads but shine as mounts, guard their masters from any apparent threat without being told, and love play and affection.
Wild caniquines hunt in small packs under a dominant male, charging prey, run it down, and pile onto it savagely. A ridden caniquine snaps at anything menacing its rider and can bite even at a full gallop. One trained for war can also kick with its hind legs for 2d6 damage against a single foe, but only while standing still, and the rider must signal the kick if it is to bite and kick in the same round.
About one caniquine in ten suffers from the crimson curse of the frontier coast and needs a curse-warding red metal to stave off its ravages. Owners keep only those whose curse-born gifts justify the cost, chiefly War Cry, Leap, Fly, Projectile, or Anti-Missile; the rest are usually killed or turned loose.
In a hunting pack the strong eat first, then the weak, then the young. They take herd animals and lone wild beasts, seldom humanoids, and never dog-folk. Outside packs they settle into family groups: a mated pair and their offspring.
Many are raised in captivity and serve any race faithfully except cat-folk and dog-folk; feline mannerisms unsettle them, and dog-folk openly detest them. Dog-folk legend says the gods, or perhaps mighty wizards, created caniquines as smarter, more obedient mounts after cat-horses proved too proud. Dog-folk call the animal an abomination and are unfriendly to anyone who owns one.
Caniquines seem to prefer humanoid company and often stray into villages seeking food and attention. The few that stay truly wild are mostly left alone. They dislike cat-horses, but since those are stronger, caniquines avoid them unless running in a pack.
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| Climate/Terrain | Temperate |
|---|---|
| Frequency | Uncommon |
| Organization | Pack |
| Activity Cycle | Day |
| Diet | Omnivore |
| Intelligence | Low (5-7) |
| Treasure | Nil |
| Alignment | Neutral |
| No. Appearing | 2d4 |
| Armor Class | 6 |
| Movement | 18 |
| Hit Dice | 4+1 |
| THAC0 | 17 |
| No. of Attacks | 1 |
| Damage/Attack | 1d8 |
| Special Attacks | Kick |
| Special Defenses | Nil |
| Magic Resistance | Nil |
| Size | L (9' long) |
| Morale | Elite (13-14) |
| XP Value | 270 |