Online Viewer of Enchanted Realms Monsters
Over-Category: Biophage |
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Kingdom: Animal |
Beings that are biophages are those who eat and survive by the consumption of other living and materials or various nutrients that reside in the earth or native terrain. Animals are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Animals include all varieties of ordinary animals with several subtypes: amphibian, arthropod, avian, mammal, primeval, and reptile. Many animals have zero scores for mind or spirit. Unless otherwise noted, animals of zero quality will automatically fail any preservation save. The notable group exception is primeval animals. Perhaps one of the most powerful defenses of the dire beasts is their resistance to Mind and Spirit attacks. Any preservation save of involving sleep, charm or fear will automatically save for all members of the primeval sub group. |
Lizard Steed (Reptile)
These giant lizards stride on their powerful hind legs. While they are not as fast, these reptiles are capable of carrying heavy loads up to 1000 pounds. Lizard steeds are preferred by many because of their excellent ability to climb. With assistance with their front claws, these reptiles can traverse most difficult terrain without movement penalties. Further, they can ascend and descend any rough terrain of even 60 degree angles and perfectly smooth surfaces up to 45 degrees at a climbing-movement rate of 30 feet, even while mounted. Like horses, these steeds can be war-trained and wear barding. Downsides to lizard steeds used as steeds are they are more rare than horses, are not as fast, and also enter hibernation when temperatures go below 50° F. Females lay only one to two eggs every year, and if having been fertilized, the egg requires another ten months of warm nesting before hatching.
Notes: | Ignore Difficult Terrain) |
Body: | 16 ( STR:3, AGIL:4, RESIL:4 ) |
Mind: | 4 ( LOGIC:1, PERC:1, JUDG:1 ) |
Spirit: | 4 ( WILL:1, FAITH:1, MUSE:1 ) |
Movement: | 70 feet |
Size Category: | Large (+1 to hit) |
Protection Points: | 6 |
Guard Roll Dice: | d4 & d4 |
— ATTACK METHOD — | |
Attack: | Claws (melee) |
Number of d20s: | 1 |
To-Hit Modifier: | 0 (not including size bonus) |
Damage Type: | edged |
Damage: | 2 pts |