Dune Lizard, Light (Keran Creature)

A Large Bipedial Lizards with brown and yellow scales stands next to you. Small claws protude from its tiny arms. Its legs are long and have webbed feet. Its mouth is full of tiny serated teeth dripping with saliva

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Light Dune Lizard
Size/Type: Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+8
Attack: Bite –2 melee (1d4+1*)
Full Attack: 1 Bite –1 melee (1d4+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Sure Feet, Low-Light Vision
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +3, Spot +3, Hide +2
Feats: Heat Endurance (Sandstorm), Run
Environment: Sumran Wastes (Sandy & Rocky Desert)
Organization: Domesticated
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Dune Lizards are widely domesticated for riding and as beasts of burden. These animals are usually ready for useful work by age two.

Carrying Capacity: A light load for a light Dune Lizard is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light Dune Lizard can drag 2,250 pounds.

Combat

A Dune lizard not trained for war does not normally use its bite to attack. Its bite attack is treated as a secondary attack and adds only half the Lizards Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries for the heavy lizard and the light lizard .)

A light Dune Lizard cannot fight while carrying a rider.

Sure Feat (Ex): Dune Lizards have broad feet that help them travel easily over sand and similar loose surfaces. They trat shallow sand as normal terrain and deep sand as shallow sand.

Skills: Dune Lizards get a +4 Racial Bonus to Hide Checks when in a Sandy or Rocky environment.



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gollark: Practically it might be, since presumably you've got the wormhole from the past you can go back through.
gollark: Is it easier to go to the future and back to your original time than to just go to the past? That might make those other time shenanigans easier.
gollark: In *those* I guess the people who don't exist because of timeline alteration "already existed" in some way.
gollark: In some of the sillier ones you effectively have some sort of secondary time axis (because if history "was" X but is "now" Y that implies some sort of metatime).
gollark: Depends on the model of time travel I guess.
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