Giant LizardLarge animal
Maneuvers. The giant lizard uses maneuvers (maneuver save DC 12). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
Variant: Hold Breath. The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 5 meters.)
Variant: Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Bite. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 6 (1d8 + 2) piercing damage.
As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).
You can increase the damage for each additional stamina die expended.
As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.
At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.
If the creature regains health while bleeding, the bleeding ends.
This has no effect on any creature that cannot bleed or lose a vital liquid substance.
You can increase both damages for each additional stamina die expended.