Lockjaw
Medium Animal
Hit Dice: 9d8+9 (50 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares), Climb 15'
Armour Class: 20 (+3 Dex, +7 Natural), touch 13, flat-footed 17
Base Attack/Grapple: +6/+12
Attack: +7 (1d6 plus poison)
Full Attack: Bite +10 (1d8+1 plus poison) and 2 claws +5 (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, improved grab
Special Qualities: Darkvision 60', scent
Saves: Fort +7, Ref +9, Will +2
Abilities: Str 12, Dex 16, Con 12, Int 2, Wis 8, Cha 9
Skills: Balance +11, Climb +11, Hide +7, Jump +5, Listen +6, Move Silently +3
Feats: Improved Grapple, Improved Natural Attack (bite), Run, Weapon Finesse
Environment: Underground
Organization: Pack (11-22)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 10-12 HD (medium)
Level Adjustment: --
A 4' tall mottled gray lizard, standing on its hind legs with a long slender tail stuck out behind it, utters a hiss through an abnormally large mouth filled with sharp teeth.
Lockjaws are pack-hunting lizards native to the upper underdark. They hunt by attaching their strong jaws to their prey (hence the name) and injecting poison until the victim is paralyzed. A lockjaw stands about 4 feet tall and weighs about 90 lbs.
Combat
A lockjaw pack attacks by swarming around its victims, using their powerful jaws to cling on and then injecting venom. Lockjaws will stop to feed on a felled opponent (automatic hit with the bite, but no poison, and not a coup de grace), even ignoring combat going on around them. A lockjaw pack reduced to fewer than half its original number will flee, wait until their opponents have left the area, and then return to feed on their fallen companions.
Improved Grab (Ex): To use this ability, a lockjaw must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. A lockjaw automatically does bit damage (including poison) on a successful grapple check.
Poison (Ex): Injury, Fortitude DC 17, initial damage paralysis (1d6 hours), no secondary damage. The save DC is Constitution-based.
Skills: Lockjaws have a +8 racial bonus on balance and climb checks. They also have a +4 racial bonus on jump and hide checks.
Medium Animal
Hit Dice: 9d8+9 (50 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares), Climb 15'
Armour Class: 20 (+3 Dex, +7 Natural), touch 13, flat-footed 17
Base Attack/Grapple: +6/+12
Attack: +7 (1d6 plus poison)
Full Attack: Bite +10 (1d8+1 plus poison) and 2 claws +5 (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, improved grab
Special Qualities: Darkvision 60', scent
Saves: Fort +7, Ref +9, Will +2
Abilities: Str 12, Dex 16, Con 12, Int 2, Wis 8, Cha 9
Skills: Balance +11, Climb +11, Hide +7, Jump +5, Listen +6, Move Silently +3
Feats: Improved Grapple, Improved Natural Attack (bite), Run, Weapon Finesse
Environment: Underground
Organization: Pack (11-22)
Challenge Rating: 5
Treasure: None
Alignment: Always Neutral
Advancement: 10-12 HD (medium)
Level Adjustment: --
A 4' tall mottled gray lizard, standing on its hind legs with a long slender tail stuck out behind it, utters a hiss through an abnormally large mouth filled with sharp teeth.
Lockjaws are pack-hunting lizards native to the upper underdark. They hunt by attaching their strong jaws to their prey (hence the name) and injecting poison until the victim is paralyzed. A lockjaw stands about 4 feet tall and weighs about 90 lbs.
Combat
A lockjaw pack attacks by swarming around its victims, using their powerful jaws to cling on and then injecting venom. Lockjaws will stop to feed on a felled opponent (automatic hit with the bite, but no poison, and not a coup de grace), even ignoring combat going on around them. A lockjaw pack reduced to fewer than half its original number will flee, wait until their opponents have left the area, and then return to feed on their fallen companions.
Improved Grab (Ex): To use this ability, a lockjaw must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. A lockjaw automatically does bit damage (including poison) on a successful grapple check.
Poison (Ex): Injury, Fortitude DC 17, initial damage paralysis (1d6 hours), no secondary damage. The save DC is Constitution-based.
Skills: Lockjaws have a +8 racial bonus on balance and climb checks. They also have a +4 racial bonus on jump and hide checks.
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