Monday, January 3, 2011

General Rules: Monsters - Lizardfolk, Poison Dusk

Poison Dusk Lizardfolk (adapted from the Monster Manual III)
Small Humanoid (Reptilian)

Hit Dice: 1d8+1 (5 hit points)
Initiative: +2
Speed: 30 feet
Armor Class: 17 (+1 size, +2 Dex, +3 natural, +1 shield), touch AC 13, flat-footed AC 15
BAB/Grapple: +1/-2
Attack: Claw +3 melee (1d3+1, piercing and slashing, 20 x2) or shortsword +3 melee (1d6+1, piercing, 19-20 x2) or shortbow +4 ranged (1d6, piercing, 20 x2, 60 feet x10) or bola +4 ranged (1d3+1, bludgeoning nonlethal or ranged trip, 20 x2)
Full Attack: 2 claws +3 melee (1d3+1, piercing and slashing, 20 x2) and bite +1 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) or shortsword +3 melee (1d6+1, piercing, 19-20 x2) and bite +1 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) or shortbow +4 ranged (1d6, piercing, 20 x2, 60 feet x10) or bola +4 ranged (1d3+1, bludgeoning nonlethal or ranged trip, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Poison use
Special Qualities: Chameleon skin, favored enemy +2 (humanoid/human), hold breath, low-light vision, wild empathy
Saves: Fortitude +3, Reflex +4, Will +0
Abilities: Str 12, Int 8, Wis 11, Dex 15, Con 12, Cha 7
Skills: Balance +5, Climb +4, Hide +14, Jump +4, Move Silently +5, Spot +4, Survival +4, Swim +3
Feats: Multiattack, Track
Environment: Temperate marshes
Organization: Solitary, gang (2 - 3), band (5 - 8 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: 1
Treasure: 50% coins; 50% goods
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

While smaller than most other lizardfolk, the poison dusk lizardfolk are just as dangerous when provoked.

A poison dusk lizardfolk is between 3 to 4 feet in height and weighs 42 - 52 pounds. its tail is 2 to 3 feet long, and its scales shift color with its mood. The eyes of a poison dusk lizardfolk are larger than those of the other species, and males have a crest running down the back of the head that can lie flat or extend based on mood. They have a lean, wiry build, their large eyes reflect light, and their mouths are full of sharp teeth.

Poison dusk lizardfolk speak Sûlic and a poison dusk lizardfolk with an Intelligence score of 12 or greater will usually speak Rhadynnic or Sorglish.

Combat
Poison dusk lizardfolk are cunning foes. They prefer to avoid physical combat altogether if possible; when striking against a human village, they will often try to poison the water or food supply instead of launching a direct assault. When they do fight, they favor ambushes and clever traps. Bolas and nets are considered to be martial weapons for poison dusks, and they often use these tools to handicap larger foes while archers strike with poisoned arrows.

Most poison dusks encountered in the wild are scouts; exceptional individuals usually become adepts or sorcerers.

Chameleon Skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes, or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus to Hide checks.

Hold Breath (Ex): A poison dusk 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).

Poison Use: Due to their long tradition of working with venoms, poison dusks are never at risk when applying poisons to weapons. Common poisons include black adder venom and blue whinnis.

Skills: Because of their tails, poison dusk lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.

Poison Dusk Lizardfolk as Characters
Poison dusk characters possess the following racial traits:
  • Type: poison dusks are humanoids with the reptilian subtype.

  • Ability Scores: +2 Dexterity, +2 Constitution, -2 Charisma.

  • Size: Small. Poison dusk lizardfolk gain a +1 bonus to Armor Class, a +1 bonus on attack rolls, and a +4 bonus on Hide checks, but suffer a -4 penalty on grapple checks, and their lifting and carrying limits are ¾ those of Medium character.

  • Speed: Poison dusks have a base land speed of 30 feet.

  • Low-light vision: Poison dusks can see twice as far as a human in moonlight,m starlight, torchlight, and similar conditions. They cannot see without a source of light.

  • Natural Weapons: 2 claws (1d3) and bite (1d3).

  • Natural Armor: +3 natural armor bonus.

  • Hold Breath (Ex): A poison dusk 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).

  • Chameleon Skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes, or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus to Hide checks.

  • Weapon Familiarity: Poison dusk lizardfolk treat bolas and nets as martial weapons rather than exotic weapons.

  • Racial Skills: A poison dusk lizardfolk has a +4 bonus to Balance, jump, and Swim checks. A poison dusk lizardfolk can apply poison without endangering itself.

  • Automatic Languages: Poison dusks speak Sûlic and either Rhadynnic or Sorglish.

  • Bonus Languages: Ahaliat, Aralaic, and Kellish

  • Favored Class: Scout.

  • Additional Favored Class: Expert.

  • Exclusive Class: Not Set.

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