Monday, January 3, 2011

General Rules: Monsters - Z'tal

Z'tal (from Dragon Magazine #319)
Small Animal

Hit Dice: 1d8+2 (6 hit points)
Initiative: +2
Speed: 30 feet
Armor Class: 15 (+1 size, +2 Dexterity, +2 natural); touch 13, flat-footed 13
BAB/Grapple: +0/-2
Attack: Scales +4 melee (1d4, slashing, 20 x2)
Full Attack: Scales +4 melee (1d4, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Scream
Special Qualities: Low-light vision
Saves: Fortitude +4, Reflex +4, Will +1
Abilities: Str 10, Int 2, Wis 12, Dex 15, Con 15, Cha 10
Skills: Jump +10, Listen +3, Spot +3
Feats: Endurance
Environment: Warm desert
Organization: Solitary, pair, or leap (5 - 20)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: -

The z'tal is a desert lizard known for its proclivity to hop from place to place and for the alarming scream it uses to disable predators.

A z'tall is a small brown lizard that hops up and down on its hind legs and has glossy scales. They are about 2 feet tall and weighs from 5 to 8 pounds.

Combat
An herbivore, the z'tal fights only when it must. When confronted by one of the desert's many predators, a z'tal shrieks an alarm then hops away. If cornered, a z'tal attacks by lashing its sharp-edged scales against a foe.
Scream (Ex): Any creature other than z'tals within 10 feet of a screaming z'tal must succeed at a DC 10 Will save or suffer a -2 penalty to skill checks for one minute. Those who save against a z'tal's scream are immune to further z'tal screams for the rest of the day.

Skills: Z'tals have a +8 racial bonus on Jump checks.

Z'tals as Familiars
Z'tals can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with z'tal familiars gain a +3 bonus to Intimidate checks.

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