An interpretation of the MK Salmander mini that i use a dwarf warmount. Based on warhorse stats. The swallow whole ability might be a bit much in a game with a lot of the little people. Hilarity ensues when the party mage has a familiar.
Large Animal
Hit Dice: 4d8+12+3 (33 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee or Tongue +3 range touch [15’]
Full Attack: Bite +6 melee (1d8+4), +1 tail (1d12+2) or Tongue +3 range touch [15’]
Space/Reach: 10 ft./5 ft.
Special Attacks: Tongue grab, improved grab, swallow whole
Special Qualities: Low-light vision
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Balance +4, Climb +12, Listen +3, Spot +3
Feats: Endurance, Toughness
Environment: Dwarven territory
Organization: Domesticated
Challenge Rating: 2
These omnivorous giant cold blooded lizards are trained and bred for strength and aggression. A heavy warlizard can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Tongue: A warlizard has a 15’ tongue. After a successful range touch attack on a creature of small size class or smaller, a warlizard draws the prey to its mouth to be bitten if it succeeds a grapple check.
Improved Grab (Ex): To use this ability, a warlizard must hit an opponent of small size or smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Swallow Whole (Ex): A warlizard can try to swallow a grabbed opponent of small size class or smaller by making a successful grapple check. The swallowed creature takes 1d4+2 points of bludgeoning damage and 1 points of acid damage per round from the warlizard’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 10). Once the creature exits, the warlizard loses 1d4 hit points a round until it dies.
A large warlizard’s gizzard can hold 2 Small [dogs or children], 8 Tiny[cats or infants], or 38 Diminutive or smaller opponents.
War Lizards have a have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Carrying Capacity: A light load for a heavy warlizard is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warlizard can drag 4,500 pounds.