Najra LizardCreature 4
Source Pathfinder #158: Sixty Feet Under
Perception +11 (darkvision, scent (imprecise) 30 feet)
Languages Draconic
Skills Acrobatics +14, Deception +10, Stealth +12, Survival +12
Str -1, Dex +4, Con +2, Int -1, Wis +3, Cha +2
AC 21; Fort +10; Reflex +12; Will +11;
HP 60
Speed 30 feet
Immunities paralyzed, sleep
Jaws +14 (+9, +4) to hit 2d6 Piercing
Venomous Spit +14 (+10, +6) to hit (agile, poison, range increment 20) 1d4 Poison
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 feetScent 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.
Shared DiversionTrigger Another creature in the najra lizard's square succeeds at a Deception check to Create a Diversion
Effect The najra lizard automatically successfully Creates a Diversion against the same targets.
Najra Lizard VenomThe creature is extremely thirsty and can't quench its thirst while poisoned
Saving Throw DC 21 fortitude
Maximum Duration 4 hours
Stage 1 1d4 poison damage, Fatigued, and 1d4 damage that can't be recovered until the creature quenches its thirst (1 round)
Stage 2 as stage 1 (1 hour)
Najra Swarm AttackThe najra lizard's melee Strikes deal 1d6 precision damage to creatures sharing a square with more than one najra lizard.
Traits
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.