Monday, January 3, 2011

General Rules: Monsters - Lizard

Lizard (from the Monster Manual)
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 (1d4-4, 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, 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:
Treasure: None
Alignment: Always neutral
Advancement: -

The statistics presented here describe small, nonvenomous lizards of perhaps a foot or two in length, such as an iguana.

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

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

Lizards as Familiars
Lizards can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with lizard familiars gain a +3 bonus to Climb checks.

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