Creature Catalogue Overhaul Project Revisited

Cleon

Legend
I think Large works well as the "big lizard."

I'm happy with the proposed HD and Con. I'd say Str should be pretty good, Dex moderate. Int is oddly blank, but Cha should be good. OK, have to run...

All the Animal Lords have Exceptional (15-16) intelligence in the original MCs, so I'd just give it the same mental stats bonuses as "Hawk Lady", although I might give or take a point for the sake of colour. i.e. Int 18-19, Wis 18-19, Cha 24-25.
 

log in or register to remove this ad



Cleon

Legend
Lizard Lord Working Draft

Lizard Lord

Lizard Lord, Human Form

Medium Outsider (Extraplanar, Shapechanger)
Hit Dice: 37d8+111 (277 hp)
Initiative: +12
Speed: 30 ft. (6 squares)
Armor Class: 56 (+8 Dex, +10 luck, +12 divine, +4 insight, +7 deflection, +5 natural), touch 51, flat-footed 48
Base Attack/Grapple: +37/+43
Attack: +2 returning wounding trident of speed +46 melee (1d8+11 plus 1 Con) or +2 returning wounding trident of speed +47 ranged (1d8+8 plus 1 Con)
Full Attack: +2 returning wounding trident of speed +46/+46/+41/+31/+26 ranged (1d8+11) or +2 returning wounding trident of speed +48/+48/+43/+37/+33 ranged (1d8+8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hypnotic gaze, spell-like abilities, summon lizards
Special Qualities: Alternate form, damage reduction 10/—, darkvision 60 ft., low-light vision, scent, spell resistance 36, telepathy 100 ft.
Saves: Fort +23, Ref +28, Will +24
Abilities: Str 23, Dex 26, Con 17, Int 18, Wis 18, Cha 25
Skills: Balance +20, Climb +32, Concentration +23, Diplomacy +11, Hide +52, Intimidate +47, Jump +10, Knowledge (nature) +26, Knowledge (the planes) +24, Listen +44, Move Silently +52, Sense Motive +40, Search +44, Spot +44, Swim +32, Survival +28 (+30 above ground, +30 on other planes, +32 following tracks), Tumble +40, Use Magic Device +47
Feats: Cleave, Combat Expertise, Combat Reflexes, Dire Charge, Great Cleave, Improved Critical (bite), Improved Critical (claw), Improved Critical (tail), Improved Sunder, Improved Initiative, Power Attack, Superior Expertise, Weapon Focus (trident)
Environment: Wilderness of the Beastlands
Organization: Solitary or retinue (1 plus 10-60 banded lizards, 3-18 monitor lizards and 2-12 megalanias)
Challenge Rating: 25
Treasure: Equipment (see below)
Alignment: Neutral
Advancement:
Level Adjustment:

Lizard Lord, Lizard Form
Tiny Outsider (Extraplanar, Shapechanger)
Hit Dice: 37d8+111 (277 hp)
Initiative: +18
Speed: 30 ft. (6 squares), climb 30 ft., swim 30 ft.
Armor Class: 64 (+2 size, +14 Dex, +10 luck, +12 divine, +4 insight, +7 deflection, +5 natural), touch 59, flat-footed 50
Base Attack/Grapple: +37/+35
Attack: Bite† +57 melee (1d6+13/19-20)
Full Attack: Bite† +57 melee (1d6+13/19-20)
† includes amulet of mighty fists +4
Space/Reach: 2½ ft./0 ft.
Special Attacks: Chew, improved grab, spell-like abilities, summon lizards
Special Qualities: Alternate form, damage reduction 10/—, darkvision 60 ft., low-light vision, improved evasion, scent, spell resistance 36, telepathy 100 ft.
Saves: Fort +23, Ref +34, Will +24
Abilities: Str 23, Dex 38, Con 17, Int 18, Wis 18, Cha 25
Skills: Balance +26, Climb +46, Concentration +23, Diplomacy +11, Hide +66*, Intimidate +47, Jump +10, Knowledge (nature) +26, Knowledge (the planes) +24, Listen +44, Move Silently +58, Sense Motive +40, Search +44, Spot +44, Swim +38, Survival +28 (+30 above ground, +30 on other planes, +32 following tracks), Tumble +40, Use Magic Device +47
Feats: Cleave, Combat Expertise, Combat Reflexes, Dire Charge, Great Cleave, Improved Critical (bite), Improved Critical (claw), Improved Critical (tail), Improved Initiative, Improved Sunder, Mobility (B), Power Attack, Spring Attack (B), Superior Expertise, Weapon Finesse (B), Weapon Focus (trident)
Environment: Wilderness of the Beastlands
Organization: Solitary or retinue (1 plus 10-60 banded lizards, 3-18 monitor lizards and 2-12 megalanias)
Challenge Rating: 25
Treasure: Equipment (see below)
Alignment: Neutral
Advancement:
Level Adjustment:

Lizard Lord, Giant Lizard Form
Huge Outsider (Extraplanar, Shapechanger)
Hit Dice: 37d8+185 (351 hp)
Initiative: +12
Speed: 40 ft. (8 squares), climb 20 ft., swim 30 ft.
Armor Class: 59 (-2 size, +8 Dex, +10 luck, +12 divine, +4 insight, +7 deflection, +10 natural), touch 49, flat-footed 51
Base Attack/Grapple: +37/+59
Attack: Bite† +53 melee (4d6+18/19-20) or tail† +53 melee (3d8+18/19-20)
Full Attack: Bite† +53 melee (4d6+18/19-20) and tail† +53 melee (3d8+11/19-20)
† includes amulet of mighty fists +4
Space/Reach: 15 ft./10 ft.
Special Attacks: Chew, improved grab, spell-like abilities, summon lizards, swallow whole
Special Qualities: Alternate form, damage reduction 10/—, darkvision 60 ft., low-light vision, scent, spell resistance 36, telepathy 100 ft.
Saves: Fort +25, Ref +28, Will +24
Abilities: Str 39, Dex 26, Con 21, Int 18, Wis 18, Cha 25
Skills: Balance +20, Climb +46, Concentration +25, Diplomacy +11, Hide +44*, Intimidate +47, Jump +22, Knowledge (nature) +26, Knowledge (the planes) +24, Listen +44, Move Silently +52, Sense Motive +40, Search +44, Spot +44, Swim +38, Survival +28 (+30 above ground, +30 on other planes, +30 following tracks), Tumble +40, Use Magic Device +47
Feats: Awesome Blow (B), Cleave, Combat Expertise, Combat Reflexes, Dire Charge, Great Cleave, Improved Critical (bite), Improved Critical (claw), Improved Critical (tail), Improved Multiattack (B), Improved Overrun (B), Improved Sunder, Improved Initiative, Power Attack, Superior Expertise, Weapon Focus (trident)
Environment: Wilderness of the Beastlands
Organization: Solitary or retinue (1 plus 10-60 banded lizards, 3-18 monitor lizards and 2-12 megalanias)
Challenge Rating: 25
Treasure: Equipment (see below)
Alignment: Neutral
Advancement:
Level Adjustment:

Lizard Lord, Hybrid Form
Medium Outsider (Extraplanar, Shapechanger)
Hit Dice: 37d8+185 (351 hp)
Initiative: +15
Speed: 30 ft. (6 squares), climb 30 ft., swim 20 ft.
Armor Class: 59 (+11 Dex, +10 luck, +12 divine, +4 insight, +7 deflection, +5 natural), touch 54, flat-footed 48
Base Attack/Grapple: +37/+47
Attack: Claw† +51 melee (1d6+14/19-20) or +2 returning wounding trident of speed +50 melee (1d8+17 plus 1 Con) or +2 returning wounding trident of speed +51 ranged (1d8+12 plus 1 Con)
Full Attack: +2 returning wounding trident of speed +50/+50/+45/+40/+35 melee (1d8+17 plus 1 Con) and bite† +51 melee (1d8+9/19-20); or 2 claws† +51 melee (1d6+14/19-20) and bite† +51 melee (1d8+9/19-20); or +2 returning wounding trident of speed +51/+51/+46/+41/+36 ranged (1d8+12 plus 1 Con)
† includes amulet of mighty fists +4
Space/Reach: 5 ft./5 ft.
Special Attacks: Chew, improved grab, spell-like abilities, summon lizards
Special Qualities: Alternate form, damage reduction 10/—, darkvision 60 ft., low-light vision, scent, spell resistance 36, telepathy 100 ft.
Saves: Fort +25, Ref +31, Will +24
Abilities: Str 31, Dex 32, Con 21, Int 18, Wis 18, Cha 25
Skills: Balance +23, Climb +43, Concentration +25, Diplomacy +11, Hide +55*, Intimidate +47, Jump +14, Knowledge (nature) +26, Knowledge (the planes) +24, Listen +44, Move Silently +51, Sense Motive +40, Search +44, Spot +44, Swim +35, Survival +28 (+30 above ground, +30 on other planes, +30 following tracks), Tumble +40, Use Magic Device +47
Feats: Cleave, Combat Expertise, Combat Reflexes, Dire Charge, Great Cleave, Improved Critical (bite), Improved Critical (claw), Improved Critical (tail), Improved Initiative, Improved Multiattack (B), Improved Overrun (B), Improved Sunder, Mobility (B), Power Attack, Superior Expertise, Weapon Focus (trident)
Environment: Wilderness of the Beastlands
Organization: Solitary or retinue (1 plus 10-60 banded lizards, 3-18 monitor lizards and 2-12 megalanias)
Challenge Rating: 25
Treasure: Equipment (see below)
Alignment: Neutral
Advancement:
Level Adjustment:

The being resembles a bald male human covered in bold yellow and black stripes and spots. A closer examination reveals this coloration is not paint but a pattern of fine reptilian scales on his skin. The creature's eyes are a dark golden color and amazingly intense, drawing the viewer to gaze deeply into them.

The lizard lord is the animal lord who has dominion over lizards everywhere. He is a cold, aloof being with little interest in the affairs of non-reptilian creatures.

The lizard lord spends his time lying in a torpor in his Beastlands home, only rousing himself when some great disaster threatens his scaly dependents. He is a protector of lizards in general, not individually, and shows little concern over the deaths of single lizards. The lizard lord seldom intervenes against natural calamities, instead protecting lizards from unnatural forces or intelligent creatures. Once stirred into action, his wrath against threats to lizardkind is implacable.

When he does appear, the lizard lord normally takes animal form - usually a giant gila monster, huge komodo dragon, or a tiny gecko. He only takes on humanoid form when the circumstances demand it, and prefers the shape of reptilian species such as lizardfolk.

The exact dimensions of the lizard lord varies depending on what type of lizard or humanoid he takes the form of. In humanoid or hybrid form, the lizard lord stands 6 to 7 feet tall, weighs 250 pounds, and often has a tail 3 or 4 feet long. His giant lizard form is 20 to 40 feet long (including tail) and weighs 4000 pounds. His normal lizard form is from one foot to three feet in total length (including tail) and weighs 5 pounds.

The lizard lord can speak Common and Draconic and can also communicate telepathically with any intelligent creature.

COMBAT
The lizard lord prefers to fight in giant lizard or hybrid form. He often grabs opponents in his jaws as a giant lizard, swallowing those he judges too weak to seriously damage him and chewing more powerful opponents. In humanoid form, he typically eschews weapons in favor of his hypnotic gaze. When the Lizard Lord needs stealth he often takes on his normal lizard form.

When in giant lizard form the lizard lord can not attack the same opponent with both its bite and tail when it makes a full attack.

Alternate Form (Su): The lizard lord can assume the form of a humanoid, a lizard, a giant lizard, or a lizard-humanoid hybrid (which appears similar to a lizardfolk). When in animal or hybrid form, the lizard lord gains the use of Multiattack and Mobility as bonus feats.

Hypnotic Gaze (Su): Fascinates for 2d12 rounds, 100 ft. range, Will DC 35 negates. The lizard lord can implant suggestions (Will DC 35 negates) in creatures fascinated by its gaze. The effect is the same as a suggestion spell unless otherwise stated. The lizard lord can plant a suggestion into a single creature as a swift action or into all creatures it has fascinated as a standard action. The duration of the suggestion is 24 hours or until the suggested activity is completed. This mind-affecting ability is not language-dependent, since the lizard lord can use telepathy to convey hypnotic suggestions to any sentient creature. The save DCs are Charisma-based.

Chew (Ex): While in lizard, giant lizard, or hybrid form, the lizard lord deals automatic bite damage every round it maintains a grapple against an opponent smaller than itself.

Improved Grab (Ex): To use this ability, the lizard lord must hit must hit an opponent up to one size category larger than itself with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the lizard lord wins the grapple check, it establishes a hold and on the following round it can chew its opponent or, if it is in giant lizard form, attempt to swallow its foe.

Spell-Like Abilities: At will—astral projection, cure serious wounds, detect evil, detect good, dimension door, displacement, ethereal jaunt, greater invisibility, greater teleport, spider climb, tongues. Caster level 20th. The save DCs are Charisma-based.

Summon Lizards (Sp): The Lizard Lord can summon 10d6 banded lizards, 3d6 monitor lizards, or 2d6 megalanias* as a full round action, once per day. The summoned animals arrive at the beginning of the Lizard Lord's following round and are completely loyal to the Lizard Lord, as if under the effects of an animal friendship spell cast at 20th level.

*If you use Sandstorm in your campaign, the Lizard Lord can opt to summon 2d6 giant banded lizards instead of the megalanias.

Swallow Whole (Ex): When in giant lizard form, the lizard lord can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 4d6+14 points of crushing damage plus 2d6+4 points of acid damage per round from the lizard's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the gizzard (AC 48). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The lizard lord's interior can hold 1 Large, 4 Medium, 16 Small, 64 Tiny, or 256 Diminutive or smaller opponents.

Skills: The lizard lord has a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus on Balance checks.

When in lizard or hybrid form, the lizard lord has a +8 racial bonus on Climb checks and Swim checks. He can always choose to take 10 on a Climb or Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line. The lizard lord can use his Dexterity modifier instead of his Strength modifier for Climb checks and Swim checks if this is advantageous.

*In forested or overgrown areas, the Hide bonus improves to +8 when the lizard lord is in lizard or hybrid form.

Equipment: +2 returning wounding trident of speed, amulet of mighty fists +4, iron flask.

Originally appeared in Planescape Monstrous Compendium Appendix (1994)

Skills Ranks: Climb 24, Concentration 20, Intimidate 40, Knowledge (nature) 20, Knowledge (the planes) 20, Hide 40, Listen 40, Move Silently 40, Sense Motive 36, Search 40, Spot 40, Swim 24, Survival 24, Tumble 32, Use Magic Device 40
 
Last edited:

freyar

Extradimensional Explorer
Well, I get the impression that Mr Lizard is stronger and less dextrous, so how about we swap Str and Dex in all these forms for a start and tweak from there?
 

Cleon

Legend
Well, I get the impression that Mr Lizard is stronger and less dextrous, so how about we swap Str and Dex in all these forms for a start and tweak from there?

I'm not sure giving a Tiny lizard a Strength of 42 is a terribly good idea. :)

Anyhow, the SRD Lizards both have Dex 15, which is only one step less than a Hawk's Dex 17 and the same as the SRD Eagle.

Besides, some small lizards can be fast if they want to (or need to be), and as the epitome of lizardliness I expect the Lizard Lord to have the eyeblink speed of a darting gecko when it has to hurry.
 

freyar

Extradimensional Explorer
Rats, I had a response for this yesterday, but EN World stopped responding, and I guess it lost the post.

Anyway, I did forget about the Tiny version. But such a strong lizard would be quite a surprise for PCs! :p

What if we decrease Dex a little and increase Str a lot compared to Lady Hawk? Perhaps -4 Dex and +8 Str. If you want, we can pay for the boost with a -2 to Con or something.
 

Cleon

Legend
Rats, I had a response for this yesterday, but EN World stopped responding, and I guess it lost the post.

Anyway, I did forget about the Tiny version. But such a strong lizard would be quite a surprise for PCs! :p

What if we decrease Dex a little and increase Str a lot compared to Lady Hawk? Perhaps -4 Dex and +8 Str. If you want, we can pay for the boost with a -2 to Con or something.

Would you care to list out what physical abilities (Str, Dex, Con, NA) you have in mind for the various Alternate Forms?

My belief is we should keep the AC and hit points the same for all our Animal Lord conversions, since they're identical in AD&D.

I'd be OK giving it a few points lower Dex if we increase the NA accordingly, but I wouldn't alter the Con as that'll change its hit points.
 

freyar

Extradimensional Explorer
You make a good point about the Con. Here are my suggestions, which I think are reasonable since Lady Hawk isn't supposed to be quite as good in combat.

Human form: Str 23, Dex 26, Con 17, maybe NA of +2 or maybe adding in some luck or divine bonus (are those based on an ability score?).

Lizard form: Str 23, Dex 38, Con 17, NA +15

Giant Lizard: Str 33, Dex 32, Con 21, NA +16

Hybrid: Str 33, Dex 32, Con 21, NA +15

I had to put in pretty large NA values on the "animal" forms. But I also note that the Hawk Lord ACs in the non-human forms also don't add up unless we give her some reasonably hefty NA too.
 

Cleon

Legend
You make a good point about the Con. Here are my suggestions, which I think are reasonable since Lady Hawk isn't supposed to be quite as good in combat.

Human form: Str 23, Dex 26, Con 17, maybe NA of +2 or maybe adding in some luck or divine bonus (are those based on an ability score?).

Lizard form: Str 23, Dex 38, Con 17, NA +15

Giant Lizard: Str 33, Dex 32, Con 21, NA +16

Hybrid: Str 33, Dex 32, Con 21, NA +15

I had to put in pretty large NA values on the "animal" forms. But I also note that the Hawk Lord ACs in the non-human forms also don't add up unless we give her some reasonably hefty NA too.

Seems rather high for the Lizard.

Hold on a mo, the Hawk Lord lost the +13 luck bonus from her bird forms AC, which is why her AC is off wack. I'd better fix the Working Draft.

As for the Lizard Lord, I don't mind giving it a NA to compensate it for its lower Dex. It is described as having scaly skin even in its "human" form.

Maybe give it a +10 luck bonus, so the "humanoid" version has +5 NA like a lizardfolk?

After due consideration, I think I'd prefer the Giant Lizard form to have a higher Strength than the Hybrid form.

How about this:

Human form
Str 23, Dex 26, Con 17, Int 18, Wis 18, Cha 25
Armour Class: 56 (+8 Dex, +10 luck, +12 divine, +4 insight, +7 deflection, +5 natural), touch 51, flat-footed 48

Lizard form
Str 23, Dex 38, Con 17, Int 18, Wis 18, Cha 25
Armour Class: 64 (+2 size, +14 Dex, +10 luck, +12 divine, +4 insight, +7 deflection, +5 natural), touch 59, flat-footed 50

Giant Lizard form
Str 39, Dex 26, Con 21, Int 18, Wis 18, Cha 25
Armour Class: 59 (-1 size, +8 Dex, +10 luck, +12 divine, +4 insight, +7 deflection, +9 natural), touch 51, flat-footed 51

Hybrid form
Str 31, Dex 32, Con 21, Int 18, Wis 18, Cha 25
Armour Class: 59 (+11 Dex, +10 luck, +12 divine, +4 insight, +7 deflection, +5 natural), touch 54, flat-footed 48
 

Remove ads

Top