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Ice Lizard

This blue-looking lizard can breathe out ice and loves cold temperature areas. They’re known to live in snow or icy caves.

Lizard, Ice (CR 4)

XP 1,200
N Large Magical Beast (Ice, Reptilian)
Init +6; Senses Darkvision 60 ft., low-light vision; Perception +11

DEFENSE

AC 16, touch 11, flat-footed 14 (+2 dex, +5 natural, -1 size)
hp 45 (5d10+15)
Fort +7, Ref +6, Will +4
Immune Ice; Strong Wind
Weakness Fire

OFFENSE

Speed 40 ft., Climb 20 ft., Swim 20 ft.
Melee Bite +10 (2d6+5), Tail Slap +4 (1d8+2)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (20-ft. cone, 4d6 ice damage, Reflex DC 15, usable every 1d4 rounds), Frostbolt

STATISTICS

Str 20, Dex 15, Con 17, Int 3, Wis 16, Cha 7
Base Atk +5; CMB +11; CMD 23 (27 vs trip)
Feats Improved Initiative, Power Attack, Weapon Focus (Bite)
Skills Climb +11, Perception +11, Stealth +9, Swim +11; Racial Modifiers +2 Perception, +4 Stealth

SPECIAL ABILITIES

Chill (Su)

The ice lizard enchants a biting cold to it’s fists for 5 rounds. The ice lizard can imbue its weapon or natural weapon to inflict an additional 1d6 points of ice damage on a hit, and any creature that takes this additional ice damage must make a Fortitude save (DC 13) or be staggered for 1 round by the numbing chill. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17).

Frostbolt (Su)

Once every 1d4 rounds, an ice lizard can shoot out a bolt of ice towards a single target within 30 feet. The ice lizard must make a ranged touch attack (+6), if it hits, the attack deals 1d6+5 points of ice damage. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17).