Sand Lizard
Created by Marcella Peyre-Ferry

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 12"
HIT DICE: 10 + 2
% IN LAIR: 60%
TREASURE TYPE: A
NO. OF ATTACKS: 3(5)
DAMAGE/ATTACK: 2 tails, 2-16 each; 2 front claws, 1-6 each; bite, 1-8
SPECIAL ATTACKS: Constriction with tail
SPECIAL DEFENSES: Cannot be surprised while hiding
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (30-40' overall length)
PSIONIC ABILITY: Nil
    Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: <>

A creature of the desert, this great sand-colored lizard lurks on

the edges of caravan trails and near oases, waiting to overpower or
entrap its prey. It creates a hiding place by digging into the sand with
its powerful forelegs, then lying in the trench and flicking sand across
its body with its tails. It can then work its tails back and forth across
the sand, burrowing just beneath the surface so that only its eyes and
nostrils remain above the level of the surrounding sand.

While it is lying in wait, there is a 50% chance that the lizard will
be detected by any character or creature passing within 3” of its eyes
and nostrils. This chance increases to 100% (within the same 3”
range) if a character or creature is purposely searching the sand for
unusual features or hidden dangers. However, once the lizard is
detected it wilt spring to the attack, leaping out of its sandy trench at
its full movement rate and attempting to assault the nearest character(s). Note that the creature cannot be surprised if it is lying in
wait; it is able to sense the approach of potential victims even if they
are not in the lizard’s current range of vision.

Although the lizard has a maximum of five attacks per round, it
can only use three of them (both tails and the bite, or both claws and
the bite) against any one opponent. It prefers to attack with its tails 

and bite (as opposed to its claws and bite) when it has a choice,

unless one or both of its tails have been incapacitated (see below).

Any time a “to hit” roll for one of the tail is successful and is a
number equal to or greater than 18, the tail is considered to have
wrapped itself around the victim. Thereafter, the constricting tail will
do 3-36 (3d12) points of damage per round. A character or creature
held by the tail can attempt to hit back at -4 in the first round
after being grabbed, -5 in the second round, and so on. The
trapped victim can be freed if the tail doing the holding suffers
damage equal to 20 percent of the lizard’s original hit points. The tail
will thereby be rendered, useless for holding and cannot attack
further. The lizard cannot constrict with both of its tails at the same
time, but if one of the “tentacles” is rendered useless, the other one
remains capable of grabbing the same, or a different, victim.

The creature has no inherent desire for treasure, but its innards
will contain some precious items which were left undigested after the
lizard consumed one of its meals. Its innards also contain highly
caustic digestive fluids which will spurt forth, causing 2-8 points of
damage to any creature within 1” when the dead lizard’s body cavity
is cut open.
 
 
Dragon - Monsters - Dragon 45