
A pyroclastic new Fantastical Mount – Pyrosnort Ram
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 Ram
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.
Actions
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
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Cost (trained): 1,100 gp
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Availability: Rare in surface markets; common in highland forges and genasi clans
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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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