
Sore through the D&D skys with a new mount called the Skyray
Soaring above the clouds with wings of velvet light, the skyray is both a wonder of the upper realms and a favored companion for those who call the skies home.
Whether the result of high-altitude elemental convergence or a creature from a floating realm torn from time, the skyray has made its home in the loftiest peaks and cloud-swept mesas of the world. Gliding like a manta through the sky, the skyray is often mistaken for a trick of the light until it draws near, trailing luminous fins and emitting a soft harmonic hum from the vents beneath its wings.
Over in the shop you can get a cool product we made call Fantastical Mounts. Included are some new mounts from different biomes to add right into your D&D game. They include lore, stats, traning and more. This blog post expands on that book with another mount that could be added to your D&D world but works super well with the world of Aether Skies!
These creatures are pacifistic by nature, but those who earn their trust may find themselves soaring across the sky on the back of a living glider. Popular among sky druids, cloud elves, and explorers of the floating isles, the skyray is both companion and vehicle—a creature born of the wind and made for freedom.
A Living Sail
Skyrays have smooth, leathery skin in colors ranging from sunset orange to midnight violet, with a semi-translucent underbelly that allows light to filter through. Their trailing wing-fins and tail flare with bio-luminescent pulses when gliding or when experiencing emotion, making them an ideal beacon or atmospheric performer during aerial rituals.
Though they can flap their wide fins for short bursts of lift, skyrays rely on thermal currents and updrafts for long-range travel. Riders must learn to feel the air just as much as control their mount.
Bonded Gliders
Skyrays do not take well to cages or chains. Attempting to trap or break a skyray will cause it to grow sickly and wither. Instead, prospective riders must bond with the creature through shared flight and trust.
Their temperament is calm, even serene. They dislike sharp noises, heavy armor, or rapid movements that startle them from their natural rhythm. Once bonded, however, a skyray will defend its rider with graceful dives, blindsiding foes from on high or disappearing in a shimmer of sunlight.
Trade Goods and Usage
Veil membrane, the translucent underside of a skyray, is a rare alchemical material used in the creation of cloaks of concealment or aether sails for skyships. The harvesting of these membranes is outlawed in most sky cultures due to the cruelty involved, but poachers still risk the wrath of sky druids to fetch 60 gold per yard.
Skyray
Large monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 10 ft., fly 80 ft. (glide or hover)
STR 14 (+2)
DEX 17 (+3)
CON 14 (+2)
INT 3 (–4)
WIS 14 (+2)
CHA 6 (–2)
Saving Throws Dex +5, Wis +4
Skills Perception +4, Stealth +6
Damage Resistances Lightning, Thunder
Senses darkvision 60 ft., passive Perception 14
Languages —
Challenge 2 (450 XP)
Traits
Glide Mastery. While falling, the skyray takes no damage and can glide at a downward angle of 30 degrees. While gliding, it moves up to its full flying speed horizontally with no altitude loss per turn.
Solar Veil. When in bright light, the skyray can partially bend light around itself. It gains advantage on Dexterity (Stealth) checks to hide while airborne.
Hover Pulse (Recharge 5–6). The skyray pulses its wing vents with forceful air. Each creature within 10 feet must succeed on a DC 13 Strength saving throw or be pushed 10 feet away and knocked prone.
Aether Drift. As a bonus action, the skyray can enter a semi-ethereal state, granting it resistance to all damage except force until the start of its next turn. While drifting, it leaves a faint shimmer in the air.
Actions
Tail Lash. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 10 (2d6 + 2) bludgeoning damage. If the target is flying, it must succeed on a DC 12 Constitution saving throw or descend 20 feet and be stunned until the end of its next turn.
Steps to Training a Skyray
Training a skyray is more dance than domination. They do not respond well to force or fear. Instead, the bond is built through shared glides, mimicking wing movements, and understanding subtle air cues.
Training is often performed at great heights where air currents can be felt and manipulated by the rider. This ritual is known among skyfolk as the Windsway. Riders often fast and meditate before approaching a skyray.
Task | DC (Untrained) | DC (Trained) |
---|---|---|
Initiate glide from high place | 15 | 10 |
Dive bomb enemy in combat | 18 | 13 |
Hover in place | 12 | 8 |
Bond over sunrise flight | 20 | 12 |
Flee (in combat) | 16 | 11 |
Flee (out of combat) | 13 | 9 |
Price and Availability
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Cost (trained): 1,200 gp
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Availability: Rare, usually only found near floating archipelagos, high mesas, or in cloud-dwelling settlements.
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Custom Gear: Requires a windsaddle, a lightweight rig with wind anchors, priced at 300 gp.
So hope on whatever mount you choose and lets ride on out of here.
Thanks for reading. Until Next Time, Stay Nerdy!!
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