Monday, January 3, 2011

General Rules: Monsters - Chameleon

Chameleon (from Dragon Magazine #341)
Tiny Animal

Hit Dice: ½d8 (2 hit points)
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 feet
Special 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 Finesse
Environment: Warm forests
Organization: Solitary
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: -

The chameleon is nature's expert at blending into any surrounding. Indigenous to warm deserts, they nonetheless adapt well to all but the coldest environments. Suspicious creatures, chameleons bear little trust for anyone.

Combat
Chameleons prefer flight to combat, but they can bite painfully if there is no other option.

Skills: Chameleons have a +8 racial bonus to Balance checks and a +10 racial bonus to Hide checks when still. They have a +8 racial bonus to Climb checks. Chameleons use their Dexterity modifier instead of their Strength modifier for Climb checks. Chameleons can always take 10 on Climb checks even when rushed or threatened.

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.

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