Sand Lizard
The Griffon's Saddlebag: Book Two p. 375 (Third Party)
- Size
- Large
- Type
- beast
- Alignment
- unaligned
- AC
- 16 (natural armor)
- Hit Points
- 102 (12d10+36)
- Speed
- walk 30 ft., burrow 30 ft.
- Skills
- Perception +5, Survival +5
- Resistances
- fire
- Immunities
- poison
- Condition Immunities
- petrified, poisoned
- Senses
- darkvision 30 ft.
- Passive Perception
- 15
- Challenge
- 5
- Lineage
- Lizard
Traits
Proficiency Bonus
+3
Desert Camouflage
The lizard has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.
Actions
Multiattack
The lizard makes two attacks: one with its bite and two with its claws.
Bite
Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage plus 18 (4d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target takes another 4 (1d8) poison damage at the start of each of its turns. Each turn the lizard hits the poisoned target with this attack, the damage dealt at the start of each of its turns increases by 4 (1d8). If the poisoned target receives magical healing or a creature uses a healer's kit on the target, the target can repeat the Constitution saving throw, ending the poisoned condition on a success.
Claw
Melee Weapon Attack: +5 to hit, reach 5 ft.,one target. Hit: 5 (1d6+2) slashing damage.
Spit Venom
Melee Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: The target must make a DC 14 Constitution saving throw, taking 18 (4d8) acid damage and 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.
Other data
description
Every traveler of the H'rethi Desert quickly learns to keep their eyes—and noses—peeled for sand lizards. Sand lizards are naturally camouflaged against the desert's golden sands, an evolutionary trait that allows them to easily catch prey with their deadly and venomous bite.
Preferring to lurk among the valleys of the dunes, these predators are faster than sand spiders, and a faint whiff of their carrion breath is all the warning you'll get before they strike.