Large beast, unaligned
Armor Class 12 (Natural Armor)
Hit Points 19 (3d10 + 3)
Speed 30 ft., climb 30 ft.
Senses Darkvision 30 ft., Passive Perception 10
Challenge 1/4 (50 XP)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others.
VARIANT: GIANT LIZARD TRAITS
Some giant lizards have one or both of the following traits.
Hold Breath. The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)
Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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Log to Lizard (Alteration) Reversible
Components: V, S, M
Range : 3 ’I
Casting Time: 7 segments
Duration: 2 rounds/level
Saving Throw: None
Area of Effect: 1 cubic “
Explanation: This is a special derivation of the clerical sticks to snakes spell, and it is known only to certain members of lizard deity cults and certain primitive shamen and witch doctors. It is virtually the same as the spell from which it is derived, but the material component is a sizable log. For each clerical level of the caster, he or she causes a lizard with that number of hit dice to replace the log. Hit dice are always full, i.e. 8 points per die. The lizard brought forth will be a typical giant one, but its bite will always be poisonous, so that it inflicts 1-8 points of damage, and the victim so
bitten must also save versus poison or die. The reverse of this spell will change any lizard-like reptile into a log for the spell’s duration. The number of hit dice of the lizard must be equal to, or less than, the level of the cleric casting the reversed spell.
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