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Medium Magical Beast (reptilian)
Hit Dice: 4d10+4 (26 hp)
Speed: 40 ft. (8 squares), climb 30 ft., swim 30ft.
AC: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +4/+7
Attack: Bite +7 melee (1d6+3) or claw +7 melee (1d3+3)
Full Attack: Bite +7 melee (1d6+3) and 2 claws +5 melee (1d3+1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Improved grab, pounce, rage, rake 1d3+1
Special Qualities: Darkvision 60 ft., fast healing 4, low-light vision
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 16, Dex 17, Con 13, Int 5, Wis 12, Cha 7
Skills: Climb +11, Hide +11, Jump +18, Swim +11
Feats: Improved Initiative, Multiattack
Environment: Warm forests
Organisation: Solitary or pack (2-7)
Challenge Rating: 3
Alignment: Usually chaotic evil
Advancement: 5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment: +2 (cohort)
This creature looks like a humanoid iguana or similar lizard, with a human body covered with scales and a reptilian head with sharp teeth and a lashing tongue. A crest of green spines runs the length of the creature’s head and back, reaching down to its tail. Both the monster’s hands and feet are clawed.
A sireki, also called ‘scaled leaper’, is a breed of lizard that evolved to a near-humanoid form. These monsters stalk reeds and marshes, pouncing on anything they regard as prey. They have a limited intelligence, which allows them to hunt either for sport or for sadism. Sireki appear as humanoid reptiles with apish movements; their human-like bodies and limbs are covered with scales and capped with a reptilian head. The creature has sharp teeth, as well as claws on both hands and feet. A crest of greenish-black spikes lines its back. A sireki is halfway between quadruped and biped, having two distinct legs and two arms, yet it often walks on all fours, using its arms as forelegs.
Sireki immediately leap at potential prey, viciously attempting to gorge on the victim’s body before giving it a chance to react.
Improved Grab (Ex): A sireki that hits with its bite attack may start a grapple as a free action without provoking an attack of opportunity. If it wins a grapple, it establishes a hold and can rake next round.
Pounce (Ex): A sireki can make a full attack, including two rake attacks, after a charge.
Rage (Ex): An angered or hurt sireki enters a state of rage, gaining a +2 bonus to its Strength and Constitution scores and a –1 penalty to its Armour Class. This rage state lasts until the sireki dies or there are no living creatures in sight. The additional hit points the sireki gains from this Constitution increase are not lost first the way temporary hit points are. A sireki cannot end a rage voluntarily, nor is it fatigued at the end of a rage.
Rake (Ex): Attack bonus +5 melee, damage 1d3+1.
Skills: A sireki gains a +8 racial bonus on Climb, Jump and Swim checks. Its natural camouflage abilities give it a +8 racial bonus on Hide checks made in any environment. A sireki can always take 10 on Climb, Hide, Jump and Swim checks, even when rushed or threatened.