Armor Class
13
(natural armor)
Hit Points
19
(3d10 + 3)
Speed
30 ft., climb 30 ft.
STR
15
(+2)
DEX
12
(+1)
CON
13
(+1)
INT
12
(+1)
WIS
15
(+2)
CHA
12
(+1)
Senses
Darkvision 30 ft., Passive Perception 10
Languages
Telepathy 120ft --
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Transparent. Even when the lizard is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a lizard that has neither moved nor attacked.
Critical Weakness If the lizard is hit by a critical hit, their AC is reduced by 2 for one minute.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If this attack was made at advantage, it deals an extra 2d8 psychic damage.
Description
When a glass wizard lives long enough, they start to absorb psychic energy and achieve higher intelligence, and minor psychic powers. Their hide also grows fragile, like real glass.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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10/21/2021 4:56:15 PM
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11
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0
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--
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Coming Soon
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