Hit Dice: 1/2d8 (2 hp)
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +6 melee (1d4-4)
Full Attack: Bite +6 melee (1d4-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: —----
Special Qualities: Low-light vision, Glide
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 3, Dex 21, Con 10, Int 1, Wis 14, Cha 2
Skills: Balance +11, Hide +14, Listen +4, Move Silently +6, Spot +4, Jump +10*
Feats: Stealthy, Weapon Finesse (Bite)
Environment: Warm forests
Challenge Rating: 1/6
Level Adjustment: ----—
A small, green lizard can be seen in the branches above. Startled, it spreads small wings and glides to a higher spot, a few trees over.
Icarosaurs (Icarus Lizard) are tiny lizards with elongated ribs that act as wings. These creatures are generally no different from ordinary lizards, except for the fact that they can glide away from enemies. They are a favored prey of Coelophysis.
Icarosaurs never attack other creatures. When attacked, they glide to higher areas.
Glide (Ex): An Icarosaurus use its wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent, with average maneuverability.
Feats: Like all tiny lizards, an Icarosaurus gains Weapon Finesse as a bonus feat.
Skills: Icarosaurs have a +8 racial bonus on Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Icarosaurs gain a +10 bonus to jump checks, thanks to its wings. They use their dexterity modifier for both jump and climb checks.
Icarosaurs as Familiars
Icarosaurs can be used as familiars by Wizards without the Improved Familiar feat. They grant their masters a +3 bonus to jump.