This immense lizard moves with a slow but relentless gait. Its feet end in large talons, and ropes of drool hang from its toothy maw.
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 22 (3d8+9)
Fort +8, Ref +5, Will +2
Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +5 (+9 grapple); CMD 17 (21 vs. trip)
Feats Great Fortitude, Skill Focus (Perception)
Skills Climb +7, Perception +8, Stealth +10 (+14 in undergrowth), Swim +11; Racial Modifiers +4 Stealth (+8 in undergrowth)
Environment warm forests or plains
Organization solitary, pair, or pack (3–8)
Treasure none
Poison (Ex) Bite—injury; save Fort DC 14; onset 1 minute; frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based.
Monitor lizards are large enough to pose a threat to humans, and in some societies are often mistaken for dragons. Some can reach lengths of 10 feet or more and weights of 350 pounds.
Starting Statistics: Size Small; Speed 30 ft., swim 30 ft.; AC +1 natural armor; Attack bite (1d6 plus grab); Ability Scores Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
7th-Level Advancement: Size Medium; AC +2 natural armor; Attack bite (1d8 plus grab and poison); Ability Scores Str +4, Dex –2, Con +4.
This bright-eyed lizard is larger than a horse. As it hisses in anger, a brightly colored frill extends around its neck.
CR 5
XP 1,600
N Large animal
Init +5; Senses low-light vision, scent; Perception +11
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 59 (7d8+28)
Fort +11, Ref +8, Will +4
Speed 30 ft., climb 30 ft.
Melee bite +9 (2d6+5), tail +4 (1d8+2)
Space 10 ft.; Reach 5 ft.
Special Attacks intimidating charge
Str 21, Dex 13, Con 19, Int 2, Wis 14, Cha 10
Base Atk +5; CMB +11; CMD 22 (26 vs. trip)
Feats Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Perception)
Skills Climb +13, Perception +11, Stealth +8; Racial Modifiers +4 Stealth
Environment warm forest, plains, or hills
Organization solitary, pair, or pack (3–8)
Treasure none
Intimidating Charge (Ex) When a giant frilled lizard charges, it hisses ferociously, extends its neck frills, and darts forward on its hind legs, increasing its base speed to 50 feet for that round. In addition to the normal effects of a charge, the creature charged must make a DC 13 Will save or be shaken for 1d6 rounds. This is a fear effect. The save DC is Charisma-based.
This lizard is a true behemoth—an apex predator found in tropical regions. Many species of giant lizard exist—other species lack this lizard’s intimidating charge special ability but might have other special attacks like grab, trip, constrict (with a bite), or pounce.