Varmint Wrangler Mounts

## Morla

STARTING STATISTICS

Size Medium beast; Speed 20 ft.; AC +8 natural armor; Attack stomp (1d6); Ability Scores Str 14, Dex 8, Con 16, Int 2, Wis 13, Cha 9 Special Qualities low-light vision, scent.

4TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural; Attack stomp (1d8); Ability Scores Str +4, Dex –2, Con +2

7TH-LEVEL ADVANCEMENT

Size Huge; AC +2 natural; Attack stomp (2d6)

SPECIAL ATTACKS:

Primary: Shellshock- Successful stomp attacks reduce the enemy’s CMD by an amount equal to the morla’s HD for 1 round.

Secondary: Earthstomp- As a full round action each round, the morla can trample the ground under it sending tremors through the earth staggering all enemies touching the ground within a 60’ radius. Fortitude save = 10+½ HD+Con modifier avoids being staggered.

Ultimate: Stunning Stomp- On a successful stomp attack, the enemy is stunned for 1 round. Fortitude save = 10+½ HD+Con modifier avoids being stunned. Stunning sto

mp may be made as part of a charge. This ability can only be used on creatures the morla’s size or smaller.

## Ember Ram

STARTING STATISTICS

Size Medium magical beast; Speed 45 ft.; AC +4 natural armor; Attack gore (1d8); Ability Scores Str 15, Dex 14, Con 13, Int 2, Wis 11, Cha 4; SQ low-light vision.

4TH-LEVEL ADVANCEMENT

Size Large; Speed 55 ft.; Attack gore (2d6); Ability Scores Str +4, Dex –2, Con +2

SPECIAL ATTACKS:

Primary: Ember Impact- Successful gore attacks dazzle the enemy with flying sparks and deal an additional 1d6 fire damage.

Secondary: Ember Cloud- As a full round action each round, the ember ram can rear up and ram its horns into the ground sending sparks swirling in the air.  Whenever an ally within 60’ successfully deals melee damage to an enemy, they deal an additional 1d6 fire damage from the sparks searing the wounds.

Ultimate: Awesome Blow- The ember ram may make a bullrush attempt against a creature its size or smaller, which does not provoke an attack of opportunity.  If successful, it deals 2d6 + STR bludgeoning damage plus 2d6 fire damage, knocks the enemy 10’ away, and causes them to fall prone. Awesome blow may be made as part of a charge.

## Emperor Scorpion

STARTING STATISTICS

Size Medium vermin; Speed 40 ft.; AC +1 natural armor; Attack 2 claws (1d4) and sting (1d4); Ability Scores Str 11, Dex 12, Con 12, Int—, Wis 10, Cha 2; Special Qualities darkvision, tremorsense 30 ft; CMD trip +12.

4TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Attack 2 claws (1d6) and sting (1d6); Ability Scores Str +4,Dex –2, Con +4; Special Qualities tremorsense 60 ft.

SPECIAL ATTACKS:

Primary: Venomsting- Successful sting attacks inject venom which deals 1d6 damage/round 6 rounds.  Fortitude save = 10+½ HD+Con modifier. Cure = 2 consecutive saves.

Secondary: Venomous Brood- As a full round action each round, the emperor scorpion chitters, causing its brood of hatchlings to detach from under its armored plating and scurry across the area, biting and stinging all enemies within a 60’ radius.  This deals 1 damage per round and causes the enemies to become sickened for 1 round. Fortitude save = 10+½ HD+Con modifier to avoid being sickened.

Ultimate: Hatchling Swarm- The emperor scorpion can release its brood to attack all adjacent enemies dealing swarm damage equal to 1d6 per ½ HD and nauseating them for 1 round. Fortitude save = 10+½ HD+Con modifier to avoid being nauseated.

## Kimodo Serpent

STARTING STATISTICS

Size Medium beast; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 15, Dex 17, Con 13, Int 2, Wis 12, Cha 2; Special Qualities low-light vision, scent.

4TH-LEVEL ADVANCEMENT

Size Large; AC +1 natural armor; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2

SPECIAL ATTACKS:

Primary: Wasting Venom- Successful bite attacks deal 1d6 str damage/round 6 rounds.  Fortitude save = 10+½ HD+Con modifier. Cure = 2 consecutive saves

Secondary: Acid Spit- As a full round action each round, the kimodo serpent can spit acidic venom as a ranged touch attack up to a max range of 60’. An enemy hit takes 1d6 acid damage per round and is blinded until it takes a move action to wipe the acid out of its face.

Ultimate: Constrict- The kimodo serpent can make a  bite attack, and if successful it may  make a free grapple attempt that does not provoke an attack of opportunity. If successful, the kimodo serpent constricts its prey, dealing 2d6 physical damage.  Each round, the kimodo serpent may continue the constricting attack with a +5 bonus if it is still grappling its prey. Constrict can be made as part of a charge.

## Caratoad

STARTING STATISTICS

Size Medium magical beast; Speed 30 ft.,swim 30 ft.; AC +1 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 15, Con 16, Int 2, Wis 9, Cha 6; Special Qualities low-light vision, scent

4TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +2, Dex +2;

SPECIAL ATTACKS:

Primary: Tongue Lash- Successful ranged touch attack up to 15’ deals no damage, but allows the caratoad to make a free grapple check which does not provoke an attack of opportunity. If successful, the enemy is also pulled adjacent to the caratoad. The caratoad doesn’t gain the grappled condition.

Secondary: Croak- As a full round action each round, the caratoad can croak loudly, deafening all enemies within 60’ and lowering their spell resistance by 2 for as long as it continues the attack. This is a sonic effect.

Ultimate: Swallow Whole- The caratoad can make a ranged touch attack with its tongue up to a range of 30’.  If successful it may make a free grapple attempt which does not provoke an attack of opportunity.  On a successful attempt, the caratoad may make a second grapple attempt with a +5 bonus to swallow the enemy whole. If successful, the swallowed enemy retains the grappled condition,  takes acid damage equal to 1d6 per HD and is paralyzed for 1 round, reflex save = 10+½ HD+Con modifier for half damage and negate paralyzation. The swallowed enemy takes this damage every round until it is freed. The AC of the caratoad’s stomach is equal to 10 + its natural armor bonus, and HP equal to 1/5 the caratoad’s normal HP. Swallow whole can only target creatures smaller than the caratoad.

## 6-Legged Basilisk

STARTING STATISTICS

Size Medium magical beast; Speed 30 ft., climb 30 ft.; Attack bite (1d2); Ability Scores Str 12, Dex 14, Con 12, Int 2, Wis 13, Cha 9; Special Qualities low-light vision.

4TH-LEVEL ADVANCEMENT

Size Large; Speed 40 ft., climb 40 ft.; AC +2 natural armor; Attack bite (1d3); Ability Scores Str +4, Dex –2, Con +2

SPECIAL ATTACKS:

Primary: Paralyzing Venom- Successful bite attacks deal 1d6 dex damage/round 6 rounds.  Fortitude save = 10+½ HD+Con modifier. Cure = 2 consecutive saves

Secondary: Paralyzing Gaze- As a full round action each round, the 6 legged basilisk’s eyes light up with a silver-green glow.  All enemies within 60’ who can see it are slowed for 1 round. Fortitude save to avoid = 10+½ HD+Con modifier. This is a gaze attack.

Ultimate: Petrify- The 6 legged basilisk can make a bite attack.  If it deals damage, the enemy turns to stone. Fortitude save to avoid = 10+½ HD+Con modifier.

## Sandther

STARTING STATISTICS

Size Medium magical beast; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Qualities low-light vision, scent.

4TH-LEVEL ADVANCEMENT

Size Large; AC +1 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +4, Dex –2, Con +2;

SPECIAL ATTACKS:

Primary: Gritty Wounds- Successful bite and claw attacks leave sharp silica behind in the wounds which deal an additional 1d4 slashing damage.

Secondary: Sandstorm- As a full round action each round, the sandther can fill the air around itself within 60’ with blinding sand which gives all allies concealment.

Ultimate: Dustdevil- The sandther can exhale a sandy whirlwind in a 60’ line which deals slashing damage equal to 1d6 per HD, reflex save = 10+½ HD+Con modifier for half damage.

## Blue Flame Jaguar

STARTING STATISTICS

Size Medium magical beast; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Qualities low-light vision, scent.

4TH-LEVEL ADVANCEMENT

Size Large; AC +1 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +4, Dex –2, Con +2;

SPECIAL ATTACKS:

Primary: Ignition- Successful bite attacks also deal 1d6 fire damage which bypasses fire resistance (but not fire immunity)

Secondary: Convection- As a full round action each round, the blue flame jaguar can radiate heat so intense, it causes whirlwinds of heat-warped air to fill the area.  All enemies within 60’ catch fire dealing 1d6 damage per round which bypasses fire resistance (but not fire immunity). Reflex DC of 10+½ HD+Con modifier to avoid, or to extinguish.

Ultimate: Flamewarp- The blue flame jaguar can teleport up to 160’ but can only warp itself and the varmint wrangler if the varmint wrangler wishes and is touching it.

## T-Rex

STARTING STATISTICS

Size Medium beast, Speed 30 ft.; AC +4 natural armor; Attack bite (1d8); Ability Scores Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10; Special Qualities low-light vision, scent.

4TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Attack bite (2d6); Ability Scores Str +6, Dex –2, Con +4;

SPECIAL ATTACKS:

Primary: Megabite- Successful bite attacks also deal 1d4 bleed damage

Secondary: Predator’s Roar- As a full round action each round, the T Rex can shriek/roar filling its prey with dread.  It can make an intimidate check to demoralize all enemies within 60’ for 1 round.

Ultimate: Dismembering Bite- The T Rex chomps down on its prey, ripping chunks of meat off to swallow.  This bite attack is made with a crit threat range of 15-20. If it confirms the crit, instead of dealing extra damage, it rips one of the enemy’s limbs off determined randomly. Dismembering bite can be made as part of a charge.

## Sunset Tarantula

STARTING STATISTICS

Size Medium vermin; Speed 30 ft, climb 30 ft.; AC +1 natural armor; Attack bite (1d4); Ability Scores Str 10, Dex 17, Con 12, Int -, Wis 10, Cha 2; Special Qualities darkvision 60’, tremorsense 60’

4TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Attack bite (1d6); Ability Scores Dex +2, Con +4.

SPECIAL ATTACKS:

Primary: Venom- Successful bite attacks deal 1d6 con damage/round 6 rounds.  Fortitude save = 10+½ HD+Con modifier. Cure = 2 saves.

Secondary: Web Spray- As a full round action each round, the sunset tarantula can shoot web filaments into the air causing all enemies within 60’ to become entangled. Reflex DC 10+½ HD+Con modifier to avoid. Enemies must make the reflex save at the beginning of their turn for as long as the sunset tarantula shoots the filaments. A strength check or escape artist check can burst the filaments with a DC of 10+½ HD+Con modifier. Attempts to burst filaments by those caught in them take a –4 penalty. The filaments have 2hp per HD and DR 5/-. This entanglement does not anchor the victims in place.

Ultimate: Cocoon- The sunset tarantula can quickly spin webbing around the victim, entombing it in a silk cocoon as a touch attack. The victim is considered entangled and grappled. A strength check or escape artist check can burst the cocoon with a DC of 10+½ HD+Con modifier. Attempts to burst a cocoon by those caught in it take a –4 penalty. The cocoon has 2hp per HD and DR 5/- (can only be attacked by creatures not caught in it)

## Pyrohydra

STARTING STATISTICS

Size Medium magical beast; Speed 30 ft.; AC +1 natural armor; Attack bite (1d4); Ability Scores Str 12, Dex 13, Con 14, Int 2, Wis 13, Cha 9; Special Qualities darkvision 60’, multiheaded (the pyrohydra gains an additional head per every 4 hd).

4TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Attack bite (1d6); Ability Scores Str +2, Con +2.

SPECIAL ATTACKS:

Primary: Molten Bite- Each successful bite attack deals additional fire damage as the flaming burst property

Secondary: Pyroclasm- Once each round as a full round action, each head of the pyrohydra can shoot a ball of superheated gas up to  60’. The ball detonates in a 10’ square dealing fire damage equal to 1d6 per every 3 HD, reflex save = 10+½ HD+Con modifier for half damage.

Ultimate: Molten Breath- This breath weapon is a 30’ cone which deals fire damage equal to 1d6 per HD, reflex save = 10+½ HD+Con modifier for half damage.