Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Lizard; Giant

by Trevor Mellis

Lizard, Giant; Gecko

Medium Animal

 

 

Hit Dice:

3d8+9

Initiative:

+2

Speed:

40'

AC:

16 (+4 natural, +2 Dex)

Attacks:

1 bite +2 melee

Damage:

1d6

Face/Reach:

5' x 5' / 5'

Special Attacks:

-

Special Qualities:

-

Saves:

Fort +3, Ref +5, Will +2

Abilities:

Str. 10, Dex. 15, Con. 16, Int. 2, Wis. 12, Cha. 2

Skills:

Climb +8, Hide +6*, Move Silently +10*

Feats:

-

Climate/Terrain:

Any tropical or woods, underground

Organisation:

Solitary or group (1-10)

Challenge Rating:

1

Treasure:

None

Alignment:

Neutral

Advancement:

Diminutive (1/8 HD), Tiny (1/4 HD), Small (1 HD), Large (6 HD), Huge (16 HD)

 

 

Description:

A gecko is a pale-blue coloured lizard with orange-brown spots. They have webbed feet, the toes of which are tipped with trademark suction cups. Geckos are nocturnal carnivores. They hunt by climbing walls or trees with their specially adapted feet, then dropping down on their prey to attack.

 

 

Combat:

*Skills: Giant lizards receive a +4 racial bonus to Hide and Move Silently checks. In forested or overgrown areas, the Hide bonus improves to +8.

Lizard, Giant; Draco

Large Animal

 

 

Hit Dice:

4d8+12

Initiative:

+1

Speed:

40' (Glide 50')

AC:

14 (+4 natural, -1 size, +1 Dex)

Attacks:

1 bite +6 melee

Damage:

1d8 +4

Face/Reach:

5' x 10' / 5'

Special Attacks:

-

Special Qualities:

Glide, Scent

Saves:

Fort +4, Ref +5, Will +2

Abilities:

Str. 18, Dex. 13, Con. 17, Int. 2, Wis. 12, Cha. 2

Skills:

Climb +5, Hide +6*, Spot +5, Listen +3, Move Silently +4*

Feats:

-

Climate/Terrain:

Any woods or jungle

Organization:

Single or group (1-6)

Challenge Rating:

1

Treasure:

None

Alignment:

Neutral

Advancement:

Diminutive (1/8 HD), Tiny (1/4 HD), Small (1 HD), Medium (3 HD), Huge (15 HD)

 

 

Description:

A draco is a strange-looking pale green lizard with wide flaps of skin between its legs. It spreads these flaps to glide through the air, like a flying squirrel. Dracos are most often found above ground, though they sometimes creep into caves to escape very hot or very cold weather. They are carnivores and have been known to attack adventurers.

 

 

Combat:

Glide (Ex): A draco that glides in for its first attack gains a +2 circumstance bonus to its first attack roll. Dracos of at least Large size gain an additional slam attack in addition to their bite attack when gliding in (slam +8 melee, damage 1d6+8).

 

*Skills: Giant lizards receive a +4 racial bonus to Hide and Move Silently checks. In forested or overgrown areas, the Hide bonus improves to +8.

Lizard, Giant; Horned Chameleon

Huge Animal

 

 

Hit Dice:

8d8+40

Initiative:

+1

Speed:

40'

AC:

16 (+7 natural, -2 size, +1 Dex)

Attacks:

1 bite +11 melee, 1 gore +2 melee

Damage:

2d6+8, 2d6+4

Face/Reach:

10' x 20' / 10'

Special Attacks:

Tongue

Special Qualities:

Camouflage

Saves:

Fort +8, Ref +2, Will +1

Abilities:

Str. 27, Dex. 12, Con. 20, Int. 2, Wis. 10, Cha. 2

Skills:

Hide +8*, Climb +4, Listen +4, Spot +4, Move Silently +4*

Feats:

-

Climate/Terrain:

Any, especially desert and mountain

Organization:

Solitary, group (1-3), or lair (1-6)

Challenge Rating:

2

Treasure:

None

Alignment:

Neutral

Advancement:

Diminutive (1/8 HD), Tiny (1/2 HD), Small (1 HD), Medium (2 HD), Large (5 HD)

 

 

Description:

A horned chameleon is a greenish-gold lizard that can change colour to blend into its surroundings. A horned chameleon can shoot out its sticky tongue up to 5 feet long. A successful hit means that t

 

 

Combat:

Tongue (Ex): In combat, a horned chameleon may choose to use its sticky tongue instead of a bite and gore attack, to attack any single creature within range (20'). A standard hit roll applies, but the target does not get the benefit of armour or magic bonuses to avoid the hit (since the tongue need only hit the opponent's clothing or armour). A successful hit means that the victim is automatically grappled, and will be pulled to the horned chameleon's mouth and bitten (both the tongue and the bite are partial round actions for the purpose of this attack). If the chameleon is biting a target that is grappled by its tongue, it gains a +4 circumstance bonus to the bite attack roll.

 

*Skills: Giant lizards receive a +4 racial bonus to Hide and Move Silently checks. In forested or overgrown areas, the Hide bonus improves to +8.

 

Camouflage (Ex): A chameleon that does not move gains a +10 bonus to its Hide checks, due to its ability to blend into its surroundings. This is a natural ability of the chameleon, and is cumulative with the racial bonuses for hiding mentioned above (a horned chameleon hiding in overgrown areas would have a total Hide bonus of +26).

Lizard, Giant: Tuatra

Huge Animal

 

 

Hit Dice:

7d8+35

Initiative:

+0

Speed:

30'

AC:

13 (+5 natural, -2 size)

Attacks:

2 claws +13 melee, 1 bite +4 melee

Damage:

2d4 +8, 2d4 +3, 2d6 +3

Face/Reach:

10' x 20' / 10'

Special Attacks:

-

Special Qualities:

Infravision

Saves:

Fort +10, Ref +2, Will +3

Abilities:

Str. 27, Dex. 10, Con. 20, Int. 2, Wis. 12, Cha. 2

Skills:

Climb +3, Hide +4*, Spot +4, Listen +4, Move Silently +4*

Feats:

-

Climate/Terrain:

Any underground, desert, barren, or mountain

Organization:

Solitary or mated pair

Challenge Rating:

2

Treasure:

None

Alignment:

Neutral

Advancement:

Small (1 HD), Medium (3 HD), Large (5 HD), Gargantuan (20 HD)

 

 

Description:

A tuatra is one of the largest lizards, resembling a cross between an iguana and a toad. It has pebble-coloured olive skin with white spikes along its back. Tuatra often live their entire lives below ground, but have been known to come up to the surface on occasion to hunt for food.

 

Infravision (Ex): A tuatra has a special membrane over its eyes which, when lowered, is sensitive to temperature changes. This gives the tuatra the ability to "see" heat (or the lack of it) up to a range of 30 feet. This is a natural ability.

 

 

Combat:

*Skills: Giant lizards receive a +4 racial bonus to Hide and Move Silently checks. In forested or overgrown areas, the Hide bonus improves to +8.