Predator & Prey
Tiny Magical Beast (Force*)
Hit Dice: 2d10 (11 hp)
Speed: 40 (8 squares), Climb 40
Armor Class: 16 (+2 size, +3 Dex, +1 natural), 15 touch, 13 flat-footed
Base Attack/Grapple: +2 / -10 Grapple
Attack: Bite +7 melee (1d4-3)
Full Attack: Bite +7 melee (1d4-3)
Space/Reach: 2 ½' / 0'
Special Attacks: Force subtype traits
Special Qualities: Darkvision 60’, Low-light Vision, Force subtype traits, DR 6/- vs swarms, Climbing Pads, Sky Climb
Saves: Fort +3, Ref +6, Will +1
Abilities Str 3, Dex 17, Con 10, Int 2, Wis 12, Cha 6
Skills: Balance +11, Climb +13, Hide +11, Listen +3, Move Silently +4, Spot +3, Swim +7,
Feats: Weapon Finesse (bite)
Environment: Warm Swamps
Organization: Solitary, Pair (2), Pack (2d4)
Challenge Rating: 2
Advancement: 3 HD (Tiny), 4-6 HD (Medium), 7-9 HD (Large)
Ranging 1-1 1/2 feet in length, these bright, sky blue lizards spend their lives hunting insects in their swamps. Their favorite prey is Spectre Breeder swarms, which they hunt in packs. Many swamp dwellers keep skyclimber lizards as pets and as protection from various swamp insects. Rumors exist among swamp dwellers of larger skyclimbers, some large enough to ride, that feed on more dangerous prey...
Skyclimber lizards primarily hunt at night, making it easier to see, as well as hide from, their preferred prey. They like to Sky Climb towards their prey from unexpected angles. They begin their attack by using their Wall of Force ability to herd their prey into position, and then bring it down with their Concussive Blast ability. They will also use their Concussive Blast ability if they feel cornered. They typically build temporary sleeping nests with their Wall of Force ability for protection.
DR: Skyclimber lizards are resistant to the stings and bites of their prey. They have DR 6/- vs damage from vermin swarms only.
Climbing Pads (Ex): The pads of a skyclimber lizard’s feet cling to surfaces, giving them a Spider Climb-like effect, and a + 10 to Climb checks. They may move at their full speed, including using the Run action, while climbing, and do not lose their Dex bonus to AC when climbing.
Sky Climb (Su): Skyclimber lizards can use this signature ability to create immovable planes of force in the air. These planes form at the feet of the lizards, and anchor in the air. The lizards then cling to the planes with their Climbing Pads ability. The planes are created and dispelled as a free action, at such a speed that the lizard can move at their full speed, including using the Run action.
Skills: Skyclimber lizards have a racial bonus to Balance of +8, and a racial bonus to Swim of +4. They use their Dexterity modifier in place of their Strength modifier for the Climb and Swim skills.
Skyclimber lizards may be gained as familiars with the Improved Familiar feat by spellcasters level 5 or higher.
The bodies of creatures with the Force subtype are infused with force energy, and such creatures can manipulate force energy.
Traits: Creatures with the Force subtype possess the following traits (unless otherwise noted in a creature’s entry):
- Treat ethereal and incorporeal creatures as if they were material creatures, including damaging such with natural weapons.
- Concussive Blast (Su): Once per day per racial Hit Die, unleash a 10’ cone of force from the mouth, dealing 1d10 points of force damage (Reflex half, DC = 10+1/2 racial hit die, Con based). The damage listed is for Medium creatures, adjust damage according to size.
- Wall of Force (Su): As an At-Will swift action, create a 5’ x 5’ wall of force energy up to 5’ away from their location. It may anchor in thin air, and can be placed at any angle or orientation desired. They may only have 1 such wall manifested at any time. It grants a +4 Shield bonus to AC, and may provide cover depending upon the size of the creature. It otherwise functions as a normal Wall of Force.
- Many creatures with this subtype have a unique force-based Special Ability. See individual creature descriptions for specifics.