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Chameleon Lizardby Jamie Baty
Hit Dice: 1/2d8 (2 hp)
Initiative: +3 (+3 Dex)
Speed: 20 ft. (4 squares), climb 20 ft. (4 squares)
Armour Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: 0/-12
Attack: Bite +5 melee (1d3 -4)
Full Attack: Bite +5 melee (1d3 -4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 3, Dex 16, Con 10, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +19*, Listen +3, Move Silently +9, Spot +3
Feats: Stealthy, Weapon finesse (B)
Environment: Any land
Organisation: Solitary, or Pair
Challenge Rating: 1/8
Alignment: Always neutral
Level Adjustment: ---
Chameleons are tiny lizards that have the ability to change their skin colour in order to hide from both prey and predators.
While they can be found anywhere in the Known World, they are most common in the Ethengar Khanates.
These lizards are generally only dangerous to small insects, and will flee from almost everything else. They have a weak bite if cornered and forced to fight.
Skills: Chameleon lizards have a +8 racial bonus on Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Chameleon lizards use their Dexterity modifier instead of their Strength modifier for Climb checks. The skin of a horned chameleon changes colour, allowing it to blend in with its surroundings and providing a +6 racial bonus to Hide checks. The chameleon also receives a +4 racial bonus to Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +12.