Following up on my previous post, here is my write-up of all of the Monster Manual mounts; which is to say, all the creatures in the MM that have a mount keyword. In the future, I'll be writing up additional mounts that either do not traditionally have a mount keyword, or that should have one. I wrote these up actually quite awhile ago, hence the older style stat block formatting.
I strongly recommend that if you're planning on using these mounts in your own game, that their stat blocks and additional rules be presented to your players early and in a clear way.
Not only have mounts had their usual shortcomings in terms of game mechanics, but their stats have also been traditionally hidden away in the
Monster Manual; domain of teh dreaded Dungeon Master. Open these up for the players at your table, and get their imaginations going.
HEROIC TIER MOUNTS
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Warhorse Large Mount
Cost 380 gp
HP 29; Bloodied 14; see also out of control
AC 17; Fortitude 16, Reflex 14, Will 14
Speed 8
Ride (move; at-will)
The warhorse moves up to its speed and remains In Control.
Turn About (move; at-will)
The warhorse turns up to 180 degrees and remains In Control.
Out of Control
If there is no rider on the warhorse, or if the warhorse is bloodied, it becomes Out of Control. When the warhorse is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Charger (while mounted by a friendly rider of 3rd level or higher) + Mount
The warhorse grants its rider a +5 bonus to damage rolls on charge attacks
Giant Ant Large Mount
Cost 420 gp
HP 27; Bloodied 13; see also out of control
AC 18; Fortitude 17, Reflex 17, Will 14
Speed 9
Ride (move; at-will)
The giant ant moves up to its speed and remains In Control.
Turn About (move; at-will)
The giant ant turns up to 180 degrees and remains In Control.
Out of Control
If there is no rider on the giant ant, or if the giant ant is bloodied, it becomes Out of Control.
When the giant ant is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Skitter (while mounted by a friendly rider of 4th level or higher) + Mount
The giant ant shifts 2 squares instead of 1 square when it shifts.
Riding Dolphin Large Mount (aquatic)
Cost 550 gp
HP 40; Bloodied 20; see also out of control
AC 17; Fortitude 19, Reflex 17, Will 15
Speed swim 6
Ride (move; at-will)
The riding dolphin moves up to its speed and remains In Control.
Turn About (move; at-will)
The riding dolphin turns up to 180 degrees and remains In Control.
Out of Control
If there is no rider on the riding dolphin, or if the riding dolphin is bloodied, it becomes Out of Control.
When the riding dolphin is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Aquatic Charge (while mounted by a friendly rider of 5th level or higher) + Mount
The riding dolphin’s rider deals +1d10 damage on charge attacks. While in water, the rider also gains a +2 bonus to attack rolls against creatures without a swim speed.
Rage Drake Large Mount
Cost 550 gp
HP 38; Bloodied 19; see also out of control
AC 17; Fortitude 17, Reflex 15, Will 15
Speed 8
Ride (move; at-will)
The rage drake moves up to its speed and remains In Control.
Turn About (move; at-will)
The rage drake turns up to 180 degrees and remains In Control.
Out of Control
If there is no rider on the rage drake, or if the rage drake is bloodied, it becomes Out of Control.
When the rage drake is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Raging Mount (while mounted by a friendly rider of 5th level or higher) + Mount
The rage drake grants its rider a +2 bonus to attack rolls and damage rolls with melee attacks.
Dire Wolf Large Mount
Cost 550 gp
HP 33; Bloodied 16; see also out of control
AC 19; Fortitude 18, Reflex 17, Will 16
Speed 8
Ride (move; at-will)
The dire wolf moves up to its speed and remains In Control.
Turn About (move; at-will)
The dire wolf turns up to 180 degrees and remains In Control.
Out of Control
If there is no rider on the dire wolf, or if the dire wolf is bloodied, it becomes Out of Control.
When the dire wolf is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Pack Hunter (while mounted by a friendly rider of 5th level or higher) + Mount
The dire wolf’s rider gains combat advantage against an enemy if it has at least one ally other than its mount adjacent to the target.
Pegasus Large Mount
Cost 550 gp
HP 32; Bloodied 16; see also out of control
AC 18; Fortitude 17, Reflex 15, Will 13
Speed 4, fly 10, overland flight 15
Ride (move; at-will)
The pegasus moves up to its speed and remains In Control.
Turn About (move; at-will)
The pegasus turns up to 180 degrees and remains In Control.
Out of Control
If there is no rider on the pegasus, or if the pegasus is bloodied, it becomes Out of Control.
When the pegasus is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Aerial Agility (while mounted by a friendly rider of 5th level or higher) + Mount
While flying, a pegasus grants its rider a +1 bonus to all defenses.
Hippogriff Large Mount
Cost 550 gp
HP 33; Bloodied 16; see also out of control
AC 21; Fortitude 21, Reflex 19, Will 17
Speed 4, fly 6, overland flight 12
Ride (move; at-will)
The hippogriff moves up to its speed and remains In Control.
Turn About (move; at-will)
The hippogriff turns up to 180 degrees and remains In Control.
Out of Control
If there is no rider on the hippogriff, or if the hippogriff is bloodied, it becomes Out of Control.
When the hippogriff is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Sturdy Mount (while mounted by a friendly rider of 5th level or higher) + Mount
When the hippogriff is forced to move, it moves 1 less square than normal. When an attack would knock it or its rider prone, the hippogriff can roll an immediate saving throw to prevent it or its rider from falling prone.
Giant Riding Lizard Large Mount
Cost 1,000 gp
HP 45; Bloodied 22; see also out of control
AC 18; Fortitude 20, Reflex 18, Will 14
Speed 4, climb 4
Ride (move; at-will)
The giant riding lizard moves up to its speed and remains In Control.
Turn About (move; at-will)
The giant riding lizard turns up to 180 degrees and remains In Control.
Out of Control
If there is no rider on the giant riding lizard, or the giant riding lizard is bloodied, it becomes Out of Control.
When the giant riding lizard is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Combined Attack (while mounted by a friendly rider of 6th level or higher; at-will) + Mount
When the giant riding lizard’s rider makes a melee attack against an adjacent target and hits, the giant riding lizard can make a claw attack against the same target.
m Bite (standard; at-will)
+10 vs. AC; 2d6+5 damage.
Dire Boar Large Mount
Cost 1,000 gp
HP 42; Bloodied 21; see also out of control
AC 17; Fortitude 21, Reflex 17, Will 16
Speed 8
Ride (move; at-will)
The dire boar moves up to its speed and remains In Control.
Turn About (move; at-will)
The dire boar turns up to 90 degrees and remains In Control.
Out of Control
If there is no rider on the dire boar, or the dire boar is bloodied, it becomes Out of Control.
When the dire boar is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Rabid Charger (while mounted by a friendly rider of 6th level or higher; at-will) + Mount
When the rider makes a charge attack, the dire boar makes a gore attack against the same target.
m Gore (standard; at-will)
+9 vs. AC; 1d10+4 damage, the target is pushed 2 squares and knocked prone.
Rhinoceros Large Mount
Cost 1,500 gp
HP 41; Bloodied 20; see also out of control
AC 23; Fortitude 23, Reflex 21, Will 18
Speed 6
Ride (move; at-will)
The rhinoceros moves up to its speed and remains In Control.
Turn About (move; at-will)
The rhinoceros turns up to 90 degrees and remains In Control.
Out of Control
If there is no rider on the rhinoceros, or if the rhinoceros is bloodied, it becomes Out of Control.
When the rhinoceros is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Crushing Charge (while mounted by a friendly rider of 7th level or higher; at-will) + Mount
When the rhino’s rider makes a charge attack, the rhinoceros can make a gore attack against the same target.
m Gore (standard; at-will)
+13 vs. AC; 2d6+5 damage.
Griffon Large Mount
Cost 1,500 gp
HP 49; Bloodied 24; see also out of control
AC 18; Fortitude 19, Reflex 15, Will 14
Speed 6, fly 10, overland flight 15
Ride (move; at-will)
The griffon moves up to its speed and remains In Control.
Turn About (move; at-will)
The griffon turns up to 180 degrees and remains In Control.
Out of Control
If there is no rider on the griffon, or if the griffon is bloodied, it becomes Out of Control.
When the griffon is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Rabid Charger (while mounted by a friendly rider of 7th level or higher; at-will) + Mount
When the griffon’s rider makes a charge attack, the griffon can make two claw attacks against the same target.
m Claw (standard; at-will)
+10 vs. AC; 2d6+7 damage.
Riding Shark Large Mount (aquatic)
Cost 1,900 gp
HP 44; Bloodied 22; see also out of control
AC 22; Fortitude 21, Reflex 22, Will 17
Speed swim 11
Ride (move; at-will)
The riding shark moves up to its speed and remains In Control.
Turn About (move; at-will)
The riding shark turns up to 180 degrees and remains In Control.
Out of Control
If there is no rider on the riding shark, or if the riding shark is bloodied, it becomes Out of Control.
When the riding shark is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Deft Swimmer (while mounted by a friendly rider of 8th level or higher; at-will) + Mount
The riding shark’s rider gains a +2 bonus to Armor Class against opportunity attacks. While in water, the rider also gains a +2 bonus to attack rolls against creatures without a swim speed.
Elephant Huge Mount
Cost 1,900 gp
HP 55; Bloodied 27; see also out of control
AC 20; Fortitude 22, Reflex 15, Will 18
Speed 8
Ride (move; at-will)
The elephant moves up to its speed and remains In Control.
Turn About (move; at-will)
The elephant turns up to 90 degrees and remains In Control.
Out of Control
If there is no rider on the elephant, or if the elephant is bloodied, it becomes Out of Control.
When the elephant is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Trampling Charge (while mounted by a friendly rider of 8th level or higher; at-will) + Mount
When the elephant’s rider makes a charge attack, the elephant can make move through one Medium or smaller creature’s space and make a stamp attack against that creature.
m Stamp (standard; at-will)
+11 vs. AC; 2d8+5 damage, and the target is knocked prone.
Blade Spider Large Mount
Cost 2,800 gp
HP 65; Bloodied 32; see also out of control
AC 22; Fortitude 21, Reflex 20, Will 18
Speed 6, climb 6 (spider climb)
Ride (move; at-will)
The blade spider moves up to its speed and remains In Control.
Turn About (move; at-will)
The blade spider turns up to 180 degrees and remains In Control.
Out of Control
If there is no rider on the blade spider, or if the blade spider is bloodied, it becomes Out of Control.
When the blade spider is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Combined Attack (while mounted by a friendly rider of 10th level or higher; at-will) + Mount
When the blade spider’s rider makes a melee attack, the blade spider makes a claw attack as a free action against the same target.
m Claw + Poison (standard; at-will)
+13 vs. AC; 1d8+5 damage, and the target takes ongoing 5 poison damage and is weakened (save ends both).
Celestial Charger Large Mount
Cost 2,800 gp
HP 55; Bloodied 27; see also out of control
AC 26; Fortitude 24, Reflex 22, Will 21
Saving Throws +5 against fear effects
Speed 8; see also zephyr footing
Ride (move; at-will)
The celestial charger moves up to its speed and remains In Control.
Turn About (move; at-will)
The celestial charger turns up to 180 degrees and remains In Control.
Out of Control
If there is no rider on the celestial charger, or if the celestial charger is bloodied, it becomes Out of Control.
When the celestial charger is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Zephyr Footing
The celestial charger ignores difficult terrain and can move across any solid or liquid surface.
Celestial Charge (while mounted by a friendly rider of 10th level or higher; at-will) + Mount
On charge attacks, a celestial charger’s rider deals +2d6 radiant damage and gains the radiant keyword.
Wyvern Large Mount
Cost 2,800 gp
HP 53; Bloodied 26; see also out of control
AC 24; Fortitude 24, Reflex 20, Will 19
Speed 4, fly 8 (hover)
Ride (move; at-will)
The wyvern moves up to its speed and remains In Control.
Turn About (move; at-will) .
The wyvern turns up to 180 degrees and remains In Control.
Out of Control
If there is no rider on the wyvern, or if the wyvern is bloodied, it becomes Out of Control.
When the wyvern is Out of Control, it turns around and moves its speed straight ahead, avoiding any dangerous terrain, until it is brought under control.
Aerial Agility (while mounted by a friendly rider of 10th level or higher; at-will) + Mount
While flying, a wyvern grants its rider a +2 bonus to all defenses.