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Lizard, Foot-padby Jamie Baty
Hit Dice: 2d8+8 (17 hp)
Speed: 40 ft. (8 squares), climb 20 ft. (4 squares)
Armour Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +1/+10
Attack: Bite +5 melee (1d6 +5)
Full Attack: Bite +5 melee (1d6 +5)
Space/Reach: 10 ft. /5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +7, Ref +3, Will +1
Abilities: Str 20, Dex 11, Con 18, Int 1, Wis 12, Cha 2
Skills: Climb +15, Hide -4, Listen +4, Spot +5
Environment: Any deserts, hills
Organisation: Solitary, or Gang (2-5)
Challenge Rating: 2
Alignment: Always neutral
Advancement: 3-4 HD (Large)
Level Adjustment: -
These look like ordinary desert lizards: long, slender, with an awkward waddling gait, two protruding horns on the head, a ridge of slender spines down its back and tail. However, they're huge, about 12' long (not including the tail) and can be tamed. These lizards have sticky pads on the tips of their feet that allow the lizards to climb on all but the smoothest surfaces.
Though they can be tamed, they are stupid and aggressive monsters. They are better suited to being a pack animal than being a mount.
A foot-pad lizard is inclined to take bites out of anyone standing in front of them; these aren't fierce attacks, but warnings to leave it alone.
Skills: Foot-pad lizards have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.
Carrying Capacity: A foot-pad lizard can carry up to 400 lbs as a light load, 401 to 800lbs as a medium load and 801 to 1200lbs as a heavy load.