Neutral Large Monster (reptile, fire) (20-ft, 2,000-lbs)
FREQUENCY: Very rare
NO. APPEARING: 1-4 (VII. 1-3)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 3
MOVE: 9"
HIT DICE: 10 (hp 45)
% IN LAIR: 50%
TREASURE TYPE: B, Q (x10), S, T
THAC0: 10
MELEE: 2 claws (1d8 each) and bite (2d8)
SPECIAL ATTACKS: breath weapon - Hits As: +3
SPECIAL DEFENSES: immune to fire
WEAKNESS: chance to be sleeping (50%)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +50%
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LEVEL: VII (XP 1,350 + 14 per hp)
Fire lizards are typically a neutral gray in color, with mottlings of red brown on the back and reddish undersides. Younger ones are lighter, old (50 to 100 years) specimens are darker.
While the fire lizard usually attacks with a combination of two raking claws and a bite, it can also breathe forth a puff of flame from its mouth, a truncated cone ½" diameter at the mouth by 1" diameter, by 1½" long, which causes 2-12 hit points damage (1-6 if saving throw is made).
Fire-based attacks do not harm a fire lizard.
These reptiles may be an ancestral dragon type or an offshoot of a common ancestor. In any case these creatures resemble red dragons, are sometimes called "false dragons," and the latter seem to avoid confrontation with fire lizards. They are slow-moving creatures and often (50%) sleep for long periods. They are found in subterranean lairs, coming forth every fortnight or so to hunt.
As shiny things attract them, fire lizards collect metals and gems in their den. There is a 10% chance that the lair will contain 1-4 eggs (market value 5,000 gold pieces each), but the fire lizard does not otherwise care for its young which depart after hatching.
Neutral Large Monster (animal, reptile) (15-ft, 500-lbs)
FREQUENCY: Uncommon
NO. APPEARING: 2-12 (III. 1-3)
SURPRISE: 33%
SENSES: infravision or night vision
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 3 + 1 (hp 15)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 16
MELEE: bite (1d8)
SPECIAL ATTACKS: powerful bite - Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: Fanatical
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: V (XP 125 + 4 per hp)
The giant lizard is remarkable only for its size. They dwell in marshes and swamps by preference.
Because of their large maws, they are able to engulf prey.
Any "to hit" score of 20 indicates the creature has snapped both jaws onto its opponent, thus causing double damage (2-16 hit points).
Lizard Mounts are a species of subterranean lizards which the Dark Elven nobles breed. Each lizard has AC 5, moves 15", has
4 + 4 hit dice, and will attack by biting for 2-8 points of damage. These creatures are as Large (L) as a small horse, with longish legs for a lizard. For purposes of mounted attack, treat them as medium horses when a lance is wielded from atop one.
Neutral Large Monster (animal, reptile) (30-ft, 6,000-lbs)
FREQUENCY: Rare
NO. APPEARING: 1-8
SURPRISE: 33% — Others +34%
SENSES: infravision
ARMOR CLASS: 5
MOVE: 6"
HIT DICE: 8 (hp 36)
% IN LAIR: 80%
TREASURE TYPE: J-N, C, Q (magic)
THAC0: 12
MELEE: 2 claws (2d6 each) and bite (3d6) plus constrict
SPECIAL ATTACKS: constrict (3d6) — Hits As: +2
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: Fanatical
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: VII (XP 875 + 10 per hp)
These huge reptiles are very aggressive carnivores, usually inhabiting only warm regions.
While moving slowly, they hide and quickly snatch at prey, surprising it on a 1-4.
They have long sharp talons and teeth which inflict terrible wounds. Subdued prey is dragged into the lizards' den to be devoured at leisure.
Because of the mouth-size of these creatures, a roll of 20 indicates a minotaur lizard attack has picked up any creature of man-size and weight or less (7-ft or less, 300 pounds or less) and has it fast in its mouth where it will be helpless to attack next round, but where the lizard is certain to be able to bite the creature again.
Neutral Large Monster (animal, reptile) (12-ft, 900-lbs)
FREQUENCY: Uncommon
NO. APPEARING: 1-6 (V. 1-3)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 5
MOVE: 12" — spider climb 12"
HIT DICE: 6 (hp 27)
% IN LAIR: 20%
TREASURE TYPE: O, P, Q (x5)
THAC0: 13
MELEE: bite (2d6)
SPECIAL ATTACKS: powerful bite — Hits As: +1
SPECIAL DEFENSES: none
WEAKNESS: non-intelligent
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: Fanatical
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: V (XP 350 + 6 per hp)
A variety of giant lizard which is found only underground, the subterranean lizard is most aggressive and dreaded, for it is able to run along ceilings or walls as easily as floors because of its suction cupped toes.
Worse still, its horrible teeth inflict great wounds, and it can cause double damage on hits where it clamps both jaws firmly on its victim (indicated by a die roll of 20).
As with most other lizards, it typically drags its prey to its lair before devouring it.
Neutral Man-sized to Large Monster (animal, reptile) (5-12-ft)
FREQUENCY: Rare
NO. APPEARING: 1-2
SURPRISE: 33% — Others +17%
SENSES: infravision
ARMOR CLASS: 3
MOVE: 6"
HIT DICE: 5 + 1 per 1-ft of length (5 + 5 HD, hp 28)
% IN LAIR: 30%
TREASURE TYPE: incidental, In Lair (25% for each): J, K, L, M, Q, S (x¼), T (x½)
ATTACK AC 0: 13
MELEE: bite (1d4+5)
SPECIAL ATTACKS: none - Hits As: +1
SPECIAL DEFENSES: camouflage
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +30%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: V (XP 400 + 7 per hp)
This weird lizard has a lumpy, warty hide and chameleon-like powers.
It can thus lie in wait in rocky areas, appearing to be nothing more than a pile of rubble or rocks. The rock reptile favors darkness but will occasionally venture out in daylight if it is sufficiently hungry. Its initial rush is at twice normal speed, thus surprising prey on a 3 in 6 basis.
As it drags some prey to its lair, there might be bits of treasure therein-25% each for types J, K, L, and M, and also types Q, S x¼, and T x½. If 2 of the monsters are encountered, they have double metal and gems only.