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Lizard, Monitor

CR 2.00 Animal N Medium HD 3
This immense lizard moves with a slow but relentless gait. Its feet end in large talons, and ropes of drool hang from its toothy maw.

Monitor lizards are large enough to pose a threat to humans, and in some societies are often mistaken for dragons. Some can reach lengths of 10 feet or more and weights of 350 pounds.

HP
22 (3d8+9)
AC
15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
Init
+2
Speed
30 ft., swim 30 ft.
Fort
+8
Ref
+5
Will
+2
BAB
+2
CMB
+5 (+9 grapple)
CMD
17 (21 vs. trip)
Melee
bite +5 (1d8+4 plus grab and poison)
Racial Modifiers
+4 Stealth (+8 in undergrowth)
str
17
+3
dex
15
+2
con
17
+3
int
2
-4
wis
12
+1
cha
6
-2

Universal Monster Rules

Grab (bite) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.
Poison (bite) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.

Feats, Traits & Items

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort
Skill Focus (Perception) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus

Climb +7, Perception +8, Stealth +10 (+14 in undergrowth), Swim +11

Details
Type
Animal
Alignment
N
Size
Medium
Environment
warm forests or plains
Organization
solitary, pair, or pack (3-8)
Treasure
none
Senses
low-light vision, scent; Perception +8
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
2 House/Core
View references and cross-links for Lizard, Monitor

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