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by Jamie Baty

Large Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +3 (+3 Dex)
Speed: 60 ft. (12 squares)
Armour Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (1d8 +4)
Full Attack: Bite +7 melee (1d8 +4) and kick +2 melee (2d6 +2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60ft., low-light vision
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 18, Dex 16, Con 12, Int 5, Wis 13, Cha 11
Skills: Balance +4, Hide -1, Jump +6, Listen +3, Spot +3
Feats: Endurance, Run
Environment: Temperate land
Organisation: Solitary, or Pack (2-8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: -

These unusual animals are half canine and half equine, possessing the head and front legs of a large dog and the hindquarters of a horse. Though caniquines possess the strength of horses, their colour and hair length is consistent with the characteristics of large dogs ranging from short, woolly fur to long, smooth hair in colours ranging from white and yellow to the darkest black.
When hunting in packs, the stronger caniquines feed first, followed by the weak and then the young. They hunt herd animals and any solitary wild creatures. They seldom attack humanoids, and never lupins. On their own, the caniquines tend toward individual family units, usually consisting of a male, a female, and their young.
Caniquines are often bred and raised in captivity. They will serve as loyal mounts to all races except for rakastas and lupins. Rakastan feline behaviour upsets them, and the lupin dislike for caniquines is extremely evident. Lupin legends claim that caniquines were bred by Immortals (or possibly powerful wizards) who desired more intelligent, compliant mounts, but the feliquines turned out to be too prideful for them. Lupins view the animal as an abomination and are disagreeable to any person who owns one.
Caniquines seem to prefer humanoid care and will often wander into a village looking for food and attention. Very few are wild enough to stay far from civilisation, and these are left pretty much alone. Feliquines and caniquines do not get along. Still, because the feliquines are stronger, the caniquine pretty much leave them alone unless travelling in a pack.
These creatures sometimes serve as work animals, but they are better used as mounts. Because caniquines are intelligent, they are easily tamed and taught. They understand simple verbal commands and can communicate with a variety of barks, growls, and body movements. Even without orders, they will always defend their masters from any apparent hostility. Caniquines are also very playful and respond well to affection.

In the wild, caniquines hunt in small packs, usually led by an alpha male. They charge the intended prey, running it down and falling on it with vicious abandon.
When tamed and ridden, a caniquine will use its snapping bite against any threat to its master. If the caniquine has been trained as a combat mount, it will also kick with its back feet.
Carrying Capacity: A caniquine can carry 300lbs as a light load, 301 to 600lbs as a medium load and 601 to 900lbs as a heavy load.

The Red Curse
About 1 in 10 caniquines suffer from the Red Curse; these few require cinnabryl to ward off Affliction. Of the affected, only those with Legacies valuable enough to counterbalance the cinnabryl expense are kept. The rest are often killed or set free. Fly, Anti-Missile, Leap, Projectile, and War Cry are Legacies considered valuable for caniquines.

If the DM does not have information on these legacies, use the following:

Fly (Sp): A caniquine may fly at of a rate of 40ft per round with average manoeuvrability. It may use this ability 3/day, and the effect lasts for 8 rounds (2 per HD).

Anti-Missile (Sp): This legacy acts like the spell Protection for Arrows, with the following exceptions: It lasts for 1 round per HD or until 10 hp per HD ranged damage is absorbed, whichever occurs first. This protection extends to any creature riding the caniquine.

Leap (Su): A caniquine receives an additional +8 bonus to all jump checks. It may take 10 on a jump check, even if distracted or endangered. It does not suffer any penalties to Jump checks that are based on its movement rate. A caniquine does not need a running start in order to jump. Additionally, the caniquine may choose to Jump as a swift action. 3/day, the caniquine may increase its jump check bonus to +20.

Projectile (Su): The creature may shoot 2 physical missiles per HD, each doing 1d4 points of damage. They can be fired all at once or one per round. A ranged attack roll is required for each missile. This ability may be used 3/day.

War Cry (Su): The creature may make a war cry 3/day. Every creature within a 30ft/HD range (max 450ft), must make a Will save vs DC (10+ 1/2 HD + Cha bonus) or be shaken for 1d4 rounds. Immunity to fear does not protect a victim from the war cry.