Gerridae

These large water-striding insects resemble a strange cross between camels and wingless, long-legged locusts. A rider can comfortably sit in the large hollow in the small of their backs, even at high speeds or on choppy water. Riders use the gerridae’s long, looping antennae to steer.

Elvish Water Steeds. Known by their Elvish name, these large fey water striders were enchanted and bred by the elves in ages past, when their explorers roamed the world. Elven mages started with normal water striders and—through elaborate magical procedures and complex cross-breeding programs— transformed the mundane water striders into large, docile mounts. They can cross large bodies of water quickly while carrying a humanoid rider, even in windy conditions.

Sturdy Mounts. A gerridae can carry up to 300 pounds of rider and gear before being encumbered, or 600 while encumbered.

Fond of Sweet Scents. Gerridae can sometimes be distracted by appealing scents, such as apple blossom or fresh hay. They are also fond of raw duck and swan.

Gerridae

Large fey, neutral

Armor Class 14

Hit Points 77 (9d10 + 27)

Speed 10 ft., climb 10 ft., swim 80 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 17 (+3) 2 (-4) 13 (+1) 7 (-2)

Senses darkvision 60 ft., passive Perception 11

Languages

Challenge 1 (200 XP)

Bred to the Saddle. Gerridae do not take any penalties to their movement or speed due to encumbrance or carrying a single rider.

Waterborne. Any gerridae can run while on the surface of water, but not while on land or climbing. They treat stormy water as normal rather than difficult terrain. A gerridae takes one point of damage for every hour spent on dry land.

Actions

Multiattack. The gerridae makes one bite attack and one claw attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.