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Corrosive LizardCreature 2


UncommonNEMediumAnimalFiend
Source Pathfinder #151: The Show Must Go On
Perception +7 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +6, Athletics +8, Stealth +6
Str +2, Dex +2, Con +4, Int -4, Wis +1, Cha -2

AC 18; Fort +10; Reflex +8; Will +5;
HP 30
Speed 30 feet (swim 30 feet)
Immunities acid
Weaknesses Good 3

Jaws One Action +11 (+6, +1) to hit 1d10+2 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Gnashing Bite Reaction

Trigger A creature Grabbed by the corrosive lizard's jaws fails a check to Escape


Effect The lizard's jaws deal 1d6 piercing damage and 1d6 acid damage to the triggering creature.

Gout of Acid Two Actions (acid, primal)

The corrosive lizard vomits a gout of acid in a 15-foot cone. Each creature in this area takes 3d6 acid damage (DC 20 basic reflex save).

The lizard can't use again for 1d4 rounds.

Lurching Charge Two Actions

The corrosive lizard Strides up to double its Speed and then makes a jaws Strike. If the lizard moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.