Lizard, Pack (CR 3)
Alignment: Always neutral
Initiative: +1 (Dex); Senses: Listen +6 and Spot +6
AC: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Hit Dice: 8d8+40 (76 hp)
Fort +11, Ref +7, Will +3
Speed: 30 ft., climb 30 ft.
Space: 10 ft./5 ft.
Base Attack +6; Grapple +17
Attack: Bite +13 melee
Full Attack: Bite +13 melee
Damage: Bite 2d6+10
Special Attacks/Actions: -
Abilities: Str 21, Dex 13, Con 21, Int 2, Wis 12, Cha 2
Feats: Alertness; Power Attack; Weapon Focus (bite)
Skills: Climb +18, Hide +3, Listen +6, Move Silently +5, and Spot +6
Climate/Terrain: Any underground
Related to the giant lizards found in some surface lands, this creature averages 15 feet long (plus tail) and 5 feet wide. The sticky pads on its feet allow it to walk freely over most floors, walls, and ceilings in the subterranean tunnels of the Underdark. Drow and other intelligent races of the Underdark frequently use the pack lizard as a beast of burden. A light load for one of these creatures is 800 pounds, a medium load is 1,600 pounds, and a heavy load is 2,400 pounds. On slopes between 45 and 90 degrees, the lizard can carry up to a medium load without falling. On slopes beyond the vertical (that is, when the lizard is upside-down), it can carry a light load without falling.
Skills: The pack lizard receives a +4 racial bonus to Hide and Move Silently skill checks. In rocky areas or natural caverns, its Hide bonus improves to +8.