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Nerdarchy > Uncategorized  > A pyroclastic new Fantastical Mount – Pyrosnort Ram
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A pyroclastic new Fantastical Mount – Pyrosnort Ram

👁️ Doll’s Eyes: Hazards in the Haunted Grove

Smoke on the wind. Sparks underhoof. When the Pyrosnort Ram charges, the mountain remembers it is a fire-breathing thing.

The Pyrosnort Ram is a creature born of molten stone and biting wind—bred in volcanic crags, charred highlands, and lava-choked plateaus. Broad-shouldered and powerfully built, these fire-infused ungulates sport twisted obsidian horns, glowing vents along their spines, and thick, fireproof wool that shifts from ash-gray to deep ember-red when enraged.

Bred by fire genasi, deep dwarves, and salamander-worshiping herders of the Ashflow Ranges, pyrosnorts are used for everything from war mounts to forge guardians. Some believe they are elemental hybrids, the result of years of selective breeding and arcane infusion. Others claim they are spirits of the mountain made flesh. Check out more mount action here.

Regardless of origin, few things command attention quite like a charging ram wreathed in smoke and cinders.


Flame-Tempered Fury

Pyrosnort Rams are natural climbers and thrive in extreme heat. Their dense hooves can shatter rock, and they’re capable of charging headlong through flame or molten terrain without hesitation. When agitated, their backs vent jets of superheated air, often accompanied by volcanic snorting and hoof-stomping displays of dominance.

Despite their aggression when provoked, pyrosnorts can be deeply loyal when raised from lambhood. A properly bonded ram will guard its rider like a sibling and can learn to flare or dim its vents in response to subtle commands.

They are commonly used in mountain warfare, lava-forge transport, or as prestigious mounts for flame clerics and dwarven nobles.


Trade Goods and Usage

Pyrosnorts are a source of flame wool, a dense, fire-retardant fiber used to make heat-resistant robes, tents, and armor padding. This wool is extremely valuable to desert caravans and volcanic miners, fetching 40 gp per bolt.

Their obsidian horns, shed once every two years, are harvested and shaped into ritual daggers, wand cores, or forge tools prized for their heat channeling. Horn shards sell for 25 gp each on the open market.


Pyrosnort Ramfantastical mounts

Large beast, unaligned


Armor Class 15 (natural armor)
Hit Points 55 (6d10 + 18)
Speed 40 ft.


STR 18 (+4)
DEX 12 (+1)
CON 17 (+3)
INT 3 (–4)
WIS 12 (+1)
CHA 7 (–2)


Skills Athletics +6, Intimidation +2
Damage Resistances fire
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 2 (450 XP)


Traits

Lava Skitter. The ram can move through difficult terrain composed of molten stone or intense heat without taking damage or needing to make saving throws.

Fire Vent (Recharge 5–6). As a bonus action, the pyrosnort expels a burst of superheated gas from its back vents. Creatures within 10 feet must make a DC 13 Constitution saving throw or take 9 (2d8) fire damage and be blinded by smoke until the end of their next turn.

Molten Charge. If the ram moves at least 20 feet straight toward a target and hits it with a ram attack on the same turn, the target takes an additional 7 (2d6) fire damage and must succeed on a DC 14 Strength saving throw or be knocked prone.


Actionsfantastical mounts, skyray

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage.

Inferno Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage and 3 (1d6) fire damage.


Steps to Training a Pyrosnort Ram

Training a pyrosnort is equal parts temper management and ritual respect. The creature reacts poorly to sudden movements, loud noises, or cold. Successful training involves heat bonding—spending time in volcanic caverns or warm forges so the ram associates your scent with safe warmth.

Many trainers wear heat-scented oil or forge ash as a calming presence. Rams also respond well to sparring rituals, where a rider mimics dominance through stomps and controlled posturing.


Task DC (Untrained) DC (Trained)
Calm during flare-up 16 11
Leap lava crevasse 17 12
Accept forging heat 13 9
Charge on command 15 10
Flee (in combat) 14 10
Flee (out of combat) 12 8

Cost and Gear

  • Cost (trained): 1,100 gp

  • Availability: Rare in surface markets; common in highland forges and genasi clans

  • Custom Gear: Requires a volcanic vent saddle with heat-shielding and armored stirrups—valued at 350 gp

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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