Monday, January 3, 2011

General Rules: Monsters - Lizardfolk, Blackscale

Blackscale Lizardfolk (adapted from the Monster Manual III)
Large Monstrous Humanoid (Reptilian)

Hit Dice: 4d8+8 (26 hit points)
Initiative: +0
Speed: 40 feet
Armor Class: 16 (-1 size, +7 natural), touch AC 9, flat-footed AC 16
BAB/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4, piercing and slashing, 20 x2) or greatclub +7 melee (2d8+6, bludgeoning, 20 x2) or javelin +3 ranged (1d8+4, piercing, 20 x2, 30 feet x5)
Full Attack: 2 claws +7 melee (1d6+4, piercing and slashing, 20 x2) and bite +5 melee (1d6+2, bludgeoning, piercing, and slashing, 20 x2) or greatclub +7 melee (2d8+6, bludgeoning, 20 x2) and bite +5 melee (1d6+2, bludgeoning, piercing, and slashing, 20 x2) or javelin +3 ranged (1d8+4, piercing, 2-0 x2, 30 feet x5)
Space/Reach: 5 feet by 5 feet/10 feet
Special Attacks: -
Special Qualities: Darkvision 60 feet, hold breath, acid resistance 5
Saves: Fortitude +3, Reflex +4, Will +4
Abilities: Str 19, Int 6, Wis 11, Dex 10, Con 14, Cha 7
Skills: Balance +5, Jump +12, Spot +4, Swim +10
Feats: Multiattack, Power Attack
Environment: Temperate forests or marshes
Organization: Solitary, gang (2 - 3), band (3 - 6 plus 1 leader of 3rd - 6th level), or tribe (20 - 40 plus 50% noncombatants plus 2 lieutenants of 3rd - 6th level and 1 leader of 4th - 10th level)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3

Like their smaller cousins, blackscale lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked. They are stocky, heavily muscled reptilian humanoids with deep-socketed eyes and flat nasal openings give its face the appearance of a skull. Its scales are black and a leathery crest runs from the top of its head to the middle of its back.

A blackscale lizardfolk is usually 8½ to 9½ feet tall and weighs about 600 pounds. Its tail is 4 to 5 feet long. They have talon-tipped fingers and mouths full of a row of vicious fangs.

Blackscale lizardfolk speak Sûlic and a blackscale lizardfolk with an Intelligence score of 12 or greater will usually speak Rhadynnic or Sorglish.

Combat
Blackscale lizardfolk are proud and fierce fighters concerned with heroic actions and personal glory. Left on their own, they will fight as disorganized individuals, but their leaders can force them to work together for short periods of time. The blacscale have little patience for tricks and traps, considering such tools to be the trade of lesser lizardfolk.

Most blackscales advance as barbarians, the race's favored class. Blackscale priests are usually adepts.

Hold Breath (Ex): A blackscale lizardfolk can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning (see page 304 of the Dungeon Master's Guide).

Skills: Because of their tails, blackscale lizarfolk have a +4 racial bonus to Balance, Jump, and Swim checks.

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