Equus Anklet (Magic Anklet)

An equus is a magical piece of jewelry that, upon command, polymorphs into some form of a 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, dog-sled 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.
The anklets are invariably made of silver, one side engraved with the image of the creature it becomes and the reverse etched with the command word.
==Creature List==
The DM may choose the form of the creature into which the equus polymorphs from the following table. The jewelry form polymorphs into one type of creature only. A DM who prefers to roll randomly should add the roll of 1d8 to that of Idl2 and consult the table below. The DM should use only a creature he or she feels comfortable with and is sure will not give the PC an unfair advantage in the campaign. Different creatures can be added to or deleted from the list as the DM sees fit. Any of the following creatures that do not appear on Table 49 in the PHB should be considered equal to a heavy horse in movement rate and encumbrance.
If an equus is slain (reduced to 0 hit points or fewer) in creature form, the creature immediately reverts to anklet form and cannot change into a creature 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 one hit point per day. However, the equus can neither heal itself nor be healed while in anklet 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 an enemy at 240 yards distant; 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: AC 7; MV 21; HD 5; hp 30; THAC0 15; #AT 1 (antlers) or 2 (hooves); Dmg 4d4 or 1d4/1d4; ML 14; AL N. This creature's Intelligence is 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. Intelligence 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 and 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).
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Anklets
Category:Magic Jewelry