Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links

Lava Lizard

by Jamie Baty

DMR2 68
Medium Magical Beast (Fire)
Hit Dice: 4d10+16 (38 hp)
Initiative: +1 (+1 Dex)
Speed: 25 ft. (5 squares)
Armour Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+5
Attack: Bite +5 melee (1d6 +1)
Full Attack: Bite +5 melee (1d6 +1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Internal heat
Special Qualities: Darkvision 60ft., low-light vision, weapon melt
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 12, Dex 12, Con 19, Int 2, Wis 12, Cha 3
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Warm underground
Organisation: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

A strange reptile, the lava lizard lives in subterranean caverns amid pools of bubbling magma. The creature has a rocklike outer shell that helps maintain the high body temperature it needs to survive.
Most lava lizards have reddish brown bides. Bright red lumps on their outer shells resemble hot coals, and their eyes glow pale yellow. A smoky odour hangs about them.
Although these creatures dwell in hot subterranean caverns, they can wander several miles away from the life-sustaining heat the lava pools produce. They cannot stay away for long, however. Stories tell of lava lizards found frozen like statues, presumably having strayed too far from their heat sources.

A lava lizard attacks by biting with its quick but relatively weak jaws. They are ill-tempered when their lairs are violated.

Internal Heat (Ex):Any creature hit by the lava lizard's bite must make a fortitude save vs DC 16 (Con based) or suffer an additional 1d6 fire damage.

Weapon Melt (Ex): Any metal weapons that strike the lava lizard have a 50% chance of melting and becoming completely useless. Magical metal weapons are allowed a fortitude save vs DC 10 to avoid melting.

Fire Subtype: A lava lizard has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.