Equus

: Dungeon Magazine #22 - Page 34
An equus is a magical piece of jewelry that, upon command, polymorphs into some form of beast of burden. The word "equus" (plural "equi") comes from an ancient language and has no literal translation in the common tongue. The closest translation is "beast of burden" or "horse," but the word can be applied to anything that is used like a horse. Thus, an actual horse, mule, worg, camel, dogsled team, nightmare, or any other creature that can be ridden, used to pull a load, or carry goods can be termed an equus. Equi come in many different varieties, with the most common listed below.
While 80% of equi are either good or neutrally aligned, 20% polymorphs into evil creatures such as nightmares, worgs, and giant spiders. It is said that the death knight Shan Nikkoleth once possessed an equus that polymorphed into gorgon form.
==Jewelry List==
* Equus Anklet (Magic Anklet)
* Equus Bracelet (Magic Bracelet)
* Equus Brooch (Magic Brooch)
* Equus Cameo (Magic Cameo)
* Equus Coin (Magic Coin)
* Equus Earring (Magic Earring)
* Equus Pendant (Magic Pendant)
The DM may choose the type of jewelry most appropriate for the PC or roll randomly using 1d8. All jewelry forms of equus are worth 101-200 (1d100+100) gp in value. Once the command word is spoken, it takes one round for the piece of jewelry to change into the creature or for the creature to change back into jewelry. The duration of the polymorphs is unlimited, but while in creature form the equus ages as if it were a normal creature. Therefore, the equus may grow old and die as any mortal creature. Should this happen, it immediately reverts to its jewelry form and loses all magical properties. If damaged or destroyed in jewelry form, all magic is lost and the equus forever ceases to function.
1: Brooch. This item is a simple copper or silver brooch in the shape of the creature it polymorphs into. The command word is engraved on the reverse of the brooch. It can be pinned to a garment as decoration or used as a clasp for a cloak or cape.
2: Medallion. This is a large copper disk with an engraving of the creature it polymorphs into on one side and the command word etched on the other.
3: Coin. This large silver or gold coin is always broader and thicker than a standard silver or gold piece. One face is stamped with the command word for the item and the other with the creature it turns into.
4: Bracelet or wristband. These are invariably made of silver with one side engraved with the creature it will become and the reverse side etched with the command word.
5: Pendant. This tiny figurine of a creature hangs from a silver chain. The pendant must be examined carefully to find the command word. When this word is spoken, the figurine polymorphs into the creature depicted.
6: Earring. This item is the same as the pendant version but is worn through the ear on a wire instead of around the neck.
7: Cameo. The cameo may be worn on a chain or pinned to a garment. It is an obsidian silhouette of a creature against a turquoise background. The command word is etched on the reverse side.
8: Scarab. This small figurine is carved of either onyx or jade in the likeness of the creature it polymorphs into. It must be examined carefully to discover the command word. The scarab cannot be worn on a chain or pinned to a garment but must be carried in a pocket or pouch like a coin or gem.
==Creature List==
The DM may choose the creature form into which the equus polymorphs' from the following table. The jewelry form 'polymorphs' into one type of creature only. The DM who prefers to roll randomly should add the roll of 1d8 to that of 1d12 and consult the table below. He should use only a creature he feels comfortable with and is sure will not give the PC an unfair advantage in the campaign. Types of creatures can be added to or deleted from the list as the DM sees fit. Any of the following creatures that do not appear in Table 49 on page 78 of the AD&D 2nd Edition Player's Handbook should be considered equal to a heavy horse in movement rate and encumbrance.
If the equus is slain (reduced to zero hit points or less) in creature form, the creature immediately reverts to jewelry form and cannot be changed into creature form again. Damage to the creature form of the equus can be healed magically by cure wounds spells. If the creature is allowed food and rest, it heals naturally at the rate of 1 hp per day. However, the equus cannot heal itself or be healed in its jewelry form.
Roll 	Creature
02 	Unicorn: AC 2; MV 24; HD 4+4; hp 28; THAC0 15; #AT 3 (hooves and horn); Dmg 1d6/1d6/1d12; SA charge, +2 to hit when attacking with horn, -6 penalty to opponents' surprise rolls; SD teleport, immune to poison, charm, hold, and death spells; can sense approach of enemy at 240 yards distance; makes all saving throws as 11th level wizard; ML 14; AL CG. The unicorn's Intelligence is 8-10 (1d4+8). It can be ridden only by female characters; if a male character rolls the unicorn, use the ultraheavy war horse (#20) instead.
03 	Giant stag: AC7;MV21;HD5;hp 30; THAC0 15; #AT 1 (antlers) or 2 (hooves); Dmg 4d4 or 1d4/1d4; ML 14; AL N. Intelligence 4-7 (1d4+3).
04-05	Bull: AC 7; MV 15; HD 4; hp 24; THAC0 15; #AT 2 (horns); Dmg 1d6/1d6; SA charge; ML 15; AL N. The bull has an Intelligence of 4-7 (1d4+3).
06-08	Superheavy war horse: AC 6; MV 15; HD 4+4; hp 28; THAC0 15; #AT 3 (hooves and bite); Dmg 1d8/1d8/1d4; SD 30' infravision, immunity to all hold and charm spells; ML 16; AL NG. This horse has an Intelligence of 7-12 (1d6+6).
09-13	Heavy war horse: AC 7; MV 15; HD 4+4; hp 21; THAC0 17; #AT 3 (hooves and bite); Dmg 1d8/1d8/1d4; ML 15; AL N. This horse has an Intelligence of 5-8 (1d4+4).
14-16	Superheavy war horse (special): Same as above (roll of 6-8), though it has MV 18, a 40-lb. bonus on its carrying capacity load limits, and no infravision.
17-18	Camel: AC 7 MV 21; HD 3; hp 18; THAC0 17; #AT 1 (bite); Dmg 1d4; SA spitting; ML 14; AL N. This camel is of a more mellow disposition than its meaner cousins. It has an Intelligence of 4-7 (1d4+3).
19 	Water buffalo: AC 7; MV 15; HD 5; hp 30; THAC0 15; #AT 2 (horns); Dmg 1d8/1d8; ML 16; AL N. This water buffalo has an Intelligence of 4-7 (1d4+3).
20 	Ultraheavy war horse: AC 5; MV 24; HD 5+5; hp 35; THAC0 15; #AT 3 (hooves and bite); Dmg 1d8/1d8/1d4; SD 60' infravision, immunity to poison and all hold and charm spells; ML 18; AL LG. This special horse can understand but not speak the common tongue and is able to use animal friendship and pass without trace spells three times per day each, locate animals or plants once per day, and water walk once per week. This horse has an Intelligence of 9-16 (1d8+8).
XP Value: 2,000
GP Value: 8,000
Category:Dungeon Magazine Items
Category:Magic Items
Category:Magic Jewelry