Lizard, Blood

(Generated 93 times)
Namelist None
High mountains
High plateau
Monster island
Rank Veteran
Race Lizard, Blood
Cult rank None
Notes Abilities: Immunity (edged or piercing weapons), (RQ6: pg 312-316) MI pg 237-238. Immune to bleed, impale and stun location. Blood squirt for blindness vs evade or parry. Failure 1d4+1 Blind. Any bite with special effect will Grip and start to drain a level of fatifue and heals the lizard of 5 points.
STR 2d6+6
CON 2d6+6
SIZ 2d6+12
DEX 2d6+12
INT 2d6+5
POW 2d6
D20Hit locationArmor
01-02 Tail 2
03-04 Right Hind Leg 2
05-06 Left Hind Leg 2
07-10 Hindquarters 2
11-14 Forequarters 2
15-16 Right Foreleg 2
17-18 Left foreleg 2
19-20 Head 2
Movement 8
Natural armor Yes

Non-random features

Ability ***Camouflaged*** Attempts to spot suffer a penalty to Perception of two difficulty grades.
Ability ***Leaper*** The creature uses Leaping attacks as described on page 152 of the Combat chapter, but can combine the leap with a physical attack such as a claw or bite. If the leaping creature wins the opposed leap attack roll, it automatically inflicts damage for one of its natural weapons on the target. This damage cannot be parried except by Passive Blocking.
Ability ***Blinding*** Evade or Weapon style if using shield. If fail then Blindness (Herculean modifier) for 1d3 turns.
Ability ***Vampiric*** Bite drains its victim’s blood, causing an increase in Fatigue levels.

Standard skills

Athletics STR+DEX+30 Brawn STR+SIZ+25 Endurance CON+CON+26
Evade DEX+DEX+22 Perception INT+POW+31 Stealth DEX+INT+40
Willpower POW+POW+30

Combat styles

Suck and SmashSTR+DEX+37

Weapon options

1-handed weapons

Amount: 3
Bite (1)
Blood Squirt (1)
Tail Lash (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 1d6 M T - Y N 2 7
Blood Squirt 1h-melee 0 L L - Y N 0 0
Tail Lash 1h-melee 1d4 M M - Y N 2 8