Tiny Animal
Initiative: +2
Speed: 20 feet, climb 20 feet
Armor Class: 14 (+2 size, +2 Dexterity); touch 14, flat-footed 12
BAB/Grapple: +0/-12
Attack: Bite +4 melee (1d4-4, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +4 melee (1d4-2, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feetSpecial Attacks: None
Special Qualities: Low-light vision
Saves: Fortitude +2, Reflex +4, Will +1
Abilities: Str 3, Int 1, Wis 12, Dex 15, Con 10, Cha 2
Skills: Balance +10, Climb +12, Hide +14 (+24 when still), Listen +3, Move Silently +6, Spot +3
Feats: Skill Augmentation (Hide and Move Silently), Skill Augmentation (Listen and Spot), Weapon FinesseEnvironment: Warm forests
Organization: Solitary
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: -
Combat
Chameleons prefer flight to combat, but they can bite painfully if there is no other option.
Chameleons as Familiars
Chameleons can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with chameleon familiars gain a +3 bonus to Disguise checks.
Home Three Worlds Monsters
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