Narav Lizard, Young

Small beast, unaligned

Armor Class 10
Hit Points 10
Speed 0 ft., climb 30 ft.

15 (+2) 12 (+1) 15 (+2) 0 (-5) 10 (+0) 5 (-3)

Senses darkvision 30 ft., passive Perception 10
Condition Immunities charmed, frightened, prone
Challenge 1/4 (50 XP)


  • Autotomic Tail. A narav can detach its tail from its body as a bonus action. This deals 3 (1d6) points of damage to the narav, but thereafter the narav’s tail can act on its own for a number of minutes equal to the narav’s Constitution score. A narav that is grappling a creature can detach its tail at the start of its turn and have it continue keeping a creature grappled, freeing the lizard to take other actions. While detached, a narav’s tail acts on the narav’s initiative count as a separate Medium-sized creature. Blind and effectively mindless, the tail gains tremorsense with a 5-foot range and attacks any adjacent creature other than the narav that detached it when not already grappling. The tail has the same statistics as the narav except as follows: Size Medium, Hit Points 20; Speed 0 ft.; Int 0 (-5)
  • Tail Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.
  • Lesser Bite. Naravs’ jaws lack the powerful musculature of its tail, as reflected in its bite attack.
  • Regrow Limb. Naravs can regrow a lost limb or tail. This regenerative process takes one month during which time the narav requires roughly 50% more food than normal. As long as a narav’s detached tail remains active, it can reattach to the creature’s body if pressed firmly against the creature’s tail stub for at least 1 minute. In this case, the narav cannot use its tail for 24 hours while its internal structures rebind and recover. A regenerate spell or a similar effect can instantly repair or replace the narav’s tail.
  • Scent. The Narav Lizard has advantage on Perception checks based on scent.


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Tail Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
  • Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until the grapple ends, the creature is restrained, and the lizard can’t constrict another target.


Inhabiting desert worlds and grasslands, narav lizards are generally docile and trainable, often being tamed as working beasts or mounts, and also bred for their hide which produces a tough but supple leather. Narav lizard meat is tough, stringy, and tasteless; most Kylornians would only consider eating it in exceptional circumstances. A typical adult narav stands between 4 and 5 feet high at the shoulder, is 16 feet long from snout to end of tail and weighs around 1,000 pounds. Naravs live for about 30 years, they lay clutches of around 10 eggs and bury them, these hatch after 8 months of incubation.

Omnivores. Naravs are frugivorous by nature, enjoying a diet of fruit or berries when available, but can subsist on meat or other plant life if necessary. The consistent environment of the Sunset lands suits the narav lizard’s ectothermic nature, giving it ample opportunity to regulate its temperature and bask in sunlight.

Cooperative. Naravs are natural herd animals, banding together for mutual protection. Naravs are able to rear up on their hind legs while stationary. A lounge of wild naravs usually station at least one lookout, who rises up to monitor the area for danger. When the group is threatened, one or more adult naravs use their tails to restrain the intruder while the lounge either flees or attacks the foe in concert. Domesticated naravs are loyal and curious beasts, and often approach other creatures simply to investigate them.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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