Monday, January 3, 2011

General Rules: Monsters - Night Lizard

Night Lizard (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 (1d4-4, 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: -

Small and secretive, these lizards are rarely seen. These diminutive creatures take a long time to become accustomed to new friends and those spellcasters who choose them as familiars often share this trait.

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

Skills: Night 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. Night lizards can always take 10 on Climb checks even when rushed or threatened.

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

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