<(right=rock reptile)>
FREQUENCY: Rare (rocky areas, darkness)
FREQUENCY: Rare ([Cold
Wilderness Mountains], [Cold Wilderness Hills])
FREQUENCY: Very
rare ([Cold Wilderness Desert)]
FREQUENCY: Rare ([Temperate Wilderness
Mountains], [Temperate Wilderness Hills])
FREQUENCY: Very rare ([Temperate Wilderness
Desert])
FREQUENCY: Rare ([Tropical
Wilderness Mountains], [Tropical Wilderness Hills])
FREQUENCY: Very
rare ([Tropical Wilderness Desert])
FREQUENCY: Uncommon ([Dungeon Level V])
NO. APPEARING: 1-2
ARMOR CLASS: 3
MOVE: 6" <(12" if the rock reptile
surprises the party)>
HIT DICE: 5 + 1 hp / 1 foot of length
<T2 notes 5+5 to 5+12>
% IN LAIR: 30% (4 Rock Reptiles: mountains,
TPL42:7th, REF3.17)
TREASURE TYPE: [SB]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4 + 1 point/foot of length
SPECIAL ATTACKS: Surprises on 1-3
SPECIAL DEFENSES: Chameleon powers
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M to L (5'
to 12' long)
LEVEL/X.P. VALUE:
M = V | 400 + 7; <5+5
to 5+8 HD>
L = VI | 600 + 9 <5+9
to 5+12 HD>
SAVES, 5 (5'): 11.12.13.13.14
SAVES, 5+1 (6'): 11.12.13.13.14
SAVES, 5+2 (7'): 11.12.13.13.14
SAVES, 5+3 (8'): 11.12.13.13.14
SAVES, 5+4 (9'): 11.12.13.13.14
Chameleon powers: This {weird}
lizard has a lumpy,
warty hide and chameleon-like powers.
It can thus lie in wait in rocky areas,
appearing to be nothing more than a pile
of rubble || rocks. <cf. chameleon
in OA>
The rock reptile favors darkness
but will occasionally venture out in daylight
if it is sufficiently hungry. <>
<perhaps, if met during the day, apply
WSG starvation penalties : WSG.> <basically, if hungry, then 1/2 speed>
Its initial rush is at twice normal SPEED,
thus surprising prey on a 3 in 6 basis.
As it drags some prey to its lair, there
might also be some treasure within
--
25% each for types [J], [K], [L], and
[M], and also types [Q], [S] x 1/4, and [T] x 1/2.
If 2 of the monsters are encountered,
they have double metal && gems only.
<space added>
<image source (rockreptile.jpg): http://www.ludorium.at/spiele/toc_T.html>