Lizards are a type of reptile, most of which are quadrupedal with rounded torsos, elevated heads on short necks, and long tails. Giant versions of the species conform closely to their smaller brethren.
Their skin is tough and leathery, and is shed (sloughed) as the creature grows. Unlike snakes which shed the skin in a single piece, lizards slough their skin in several pieces. The scales may be modified into spines for display or protection. Some lizards can use forked tongues to sense the environment, much like snakes. Lizards run using a side-to-side motion and several species have suction pads on their claws allowing the creature to climb across even inverted surfaces.
Most types of lizards are hatched from eggs. Parental care is uncommon and the female usually abandons the eggs after laying them.
Most giant lizards are territorial and some live in symbiosis with more intelligent creatures that feed them regularly.
Giant Cavern Lizard. A cavern lizard is typically very aggressive and often travels far away from its lair in order to hunt. Each cavern lizard often has a hunting ground covering up to 2 miles in the Deep Realms. A cavern lizard’s lair is a large expanse of interconnected caves littered with the bones and scattered remains of its victims (including treasure). Hunting cavern lizards usually drag their kill back to their lair before devouring it. If young are present in the lair, the kill is divided between them. Young cavern lizards resemble their adult counterparts in all respects, save their eyes are a dull blue. During mating season (late summer, early fall) 1d6 eggs may be found in the lair. Eggs are round in shape, leathery to the touch, and gray in color. Cavern lizards are aggressive ambush hunters. They prefer to scale the walls and wait for prey to pass underneath them where they drop down on their unsuspecting meal.
Giant Fire Lizard. Fire lizards are often called “false dragons”. Despite their general resemblance to red dragons, sages have as yet found no evidence of these creatures being in any way related to them. Fire lizards do not associate with or keep company with dragons. A fire lizard is averages 30 feet long but can grow to almost twice that size. Fire lizards prefer to attack opponents with their claws and bite, though if outnumbered they resort to using their breath weapon. Fire lizard eggs are worth up to 5,000 g.p. each if found (10% chance for 1d4). Eggs are not found in the beast's lair, as the lizard abandons them after laying them.
Giant Monitor Lizard. There are a number of giant lizards, some are climbers, others swimmers, and some have spines or frills. Some species are venomous with varying levels of toxicity (some cause damage through rapid bleeding, others, death).
Megalania Lizard. The immense megalania is often mistaken for a dragon or dinosaur. Certainly the lizard’s aggressive attitude and deep, rumbling roars only encourage such misidentifications. Large enough to catch and eat rhinos, a megalania prefers hunting much smaller prey that it can gulp down in one greedy swallow. Humanoids are among its favorite meals. In most battles, once a megalania grabs its prey, it hangs on and drags it back to it's lair. If facing more than one foe, it won’t employ this tactic so as not to leave itself defenseless against other aggressors (although it may hold they prey in its mouth for a time). A megalania is 40 feet long and weighs about 6,000 pounds.
Giant Riding Lizard. These are related to subterranean lizards but smaller, smarter, and more manageable. Some humanoids have bred them for mounts or as pack animals. These lizards are dark gray but can change their color to match their surroundings.
Rock Reptile. A rock reptile is a giant chameleon-like lizard that lairs in rocky areas such as caves and outcroppings. Its tough, chameleon-like hide allows it to blend with its surroundings where it is often mistaken for a pile of rocks. These creatures are known to be very hard to kill and the large ones are particularly dangerous.
Neutral Large Monster (animal, reptile) (20-ft. long)
FREQUENCY: Uncommon
NO. APPEARING: 1-6 (V. 1-3)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 5
SPEED: 120 ft.; climb 120-ft. (even inverted)
HIT DICE: 6 (hp 27)
% IN LAIR: 20%
TREASURE TYPE: O, P, Q (x5)
ATTACK AC 0: 13
MELEE: bite (2d6) double damage on a natural 20
SPECIAL ATTACKS: powerful bite; Hits As: +1
SPECIAL DEFENSES: mindless (+2)
WEAKNESS: mindless
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: N/A
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: V (XP 350+6 per h.p.)
Neutral Large Monster (reptile, fire) (30-ft. long)
FREQUENCY: Very Rare
NO. APPEARING: 1-4 (VII. 1-3)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 3
SPEED: 90 ft.
HIT DICE: 10 (hp 45)
% IN LAIR: 50%
TREASURE TYPE: B, Q (x10), S, T
ATTACK AC 0: 10
MELEE: 2 claws (1d8/1d8) 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 h.p.)
Breath Weapon. [fire] (major) A fire lizard can squirt aerosolized fluid from it's mouth that catches fire in a cone 15-ft. long by 10-ft. wide. All in the cone must make a Dexterity save vs. Breath or take 2d6 fire damage (save for half).
Neutral Large Monster (animal, reptile) (15-ft. long)
FREQUENCY: Uncommon
NO. APPEARING: 2-12 (III. 1-3)
SURPRISE: 33%
SENSES: infravision or night vision
ARMOR CLASS: 5
SPEED: 120 ft.; swim 120-ft. or climb 60-ft.
HIT DICE: 3+1 (hp 16)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 16
MELEE: bite (1d8) double damage on a natural 20
SPECIAL ATTACKS: enhanced (+1), powerful bite; Hits As: normal
SPECIAL DEFENSES: mindless (+2)
WEAKNESS: mindless
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: N/A
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: V (XP 125+4 per h.p.)
Neutral Large Monster (animal, reptile) (12-ft. long)
FREQUENCY: Rare
NO. APPEARING: 2-4
SURPRISE: 33%; Others +17% (chameleon power)
SENSES: infravision
ARMOR CLASS: 5
SPEED: 120 ft.; climb 120-ft. (even inverted)
HIT DICE: 4 + 1 (hp 19)
% IN LAIR: 50%
TREASURE TYPE: nil
ATTACK AC 0: 15
MELEE: bite (2d4)
SPECIAL ATTACKS: none; Hits As: +1
SPECIAL DEFENSES: chameleon power
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +24%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: III (XP 000+0 per h.p.)
Neutral Large Monster (animal, reptile) (40-ft. long)
FREQUENCY: Rare
NO. APPEARING: 1-8
SURPRISE: 33%; Others +34% (hidden)
SENSES: infravision
ARMOR CLASS: 5
SPEED: 60 ft. (can charge 180-ft.)
HIT DICE: 8 (hp 36)
% IN LAIR: 80%
TREASURE TYPE: J-N, Q (x5), C (magic only)
ATTACK AC 0: 12
MELEE: 2 claws (2d6/2d6) and bite (3d6) plus grab (Nat 20)
SPECIAL ATTACKS: grab; Hits As: +2
SPECIAL DEFENSES: mindless (+2)
WEAKNESS: mindless
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: N/A
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LEVEL: VI (XP 875+10 per h.p.)
Neutral Man-sized to Large Monster (animal, reptile) (5-ft. to 12-ft. long)
FREQUENCY: Rare
NO. APPEARING: 1-2
SURPRISE: 30%; Others +20% (camouflage in rocky areas)
SENSES: infravision
ARMOR CLASS: 3 (AD 3)
SPEED: 60 ft.
HIT DICE: 5 [+ 1 per 1-ft. of length; +5-12] (hp 47 to 82)
% IN LAIR: 30%
TREASURE TYPE: incidental (In Lair: J, K, L, M, Q, S (x .25), T (x .50); 25% for each)
ATTACK AC 0: 13
MELEE: bite (1d4 +1 per foot of length; i.e. 1d4+5-12)
SPECIAL ATTACKS: none; Hits As: +2
SPECIAL DEFENSES: camouflage
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +25% +1% per 1-ft. of length
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LEVEL: VI (XP 600+9 per h.p.)