Monday, January 3, 2011

General Rules: Monsters - Lizard King/Queen

Lizard King/Queen (from Serpent Kingdoms)
Medium Outsider (Native, Reptilian)

Hit Dice: 2d8+4 (13 hit points)
Initiative: +2
Speed: 30 feet, fly 30 feet (average)
Armor Class: 20 (+2 Dexterity, +6 natural, +2 large leather shield); touch 12, flat-footed 18
BAB/Grapple: +1/+4
Attack: Claw +4 melee (1d4+3, piercing and slashing, 20 x2) or leaf spear +4 melee (1d10+3, piercing, 20 x2, 10 feet x5) or javelin +3 ranged (1d6+3, piercing, 20 x2, 30 feet x5)
Full Attack: 2 claws +4 melee (1d4+3, piercing and slashing, 20 x2) and bite +2 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2) or leaf spear +4 melee (1d10+3, piercing, 20 x2, 10 feet x5) and bite +2 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2) or javelin +3 ranged (1d6+3, piercing, 20 x2, 30 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Smite good, spell-like abilities
Special Qualities: Darkvision 60 feet, DR 5/+1, hold breath, poison immunity, acid resistance 10, cold resistance 10, electricity resistance 10, fire resistance 10, spell resistance 12
Saves: Fortitude +2, Reflex +5, Will +0
Abilities: Str 17, Int 13, Wis 10, Dex 14, Con 15, Cha 12
Skills: Balance +9, Bluff +3, Diplomacy +3, Hide +2, Intimidate +3, Jump 10, Knowledge: the Planes +3, Listen +2, Move Silently +2, Search +2, Swim +8
Feats: Multiattack
Environment: Temperate marshes
Organization: Solitary or tribe (1 plus 2 lizardfolk lieutenants of 3rd - 6rd level and 30 - 60 lizardfolk)
Challenge Rating: 2
Treasure: None
Alignment: Usually chaotic evil
Advancement: By class
Level Adjustment: +5

Lizard kings (or lizard queens) result from breeding demons with lizardfolk. When a lizard king breeds with other lizardfolk, about 20% of the offspring are lizard kings; the rest are ordinary lizardfolk. When the young lizard kings in a tribe reach adulthood, all but the strongest are sacrificed.

A lizard king resembles a lizardfolk, although its scales are a darker shade of green and it always has distinct demonic features. A typical lizard king leads its own tribe of lizardfolk.

Lizard kings speak Sûlic.

Combat
Lizardfolk tribes ruled by lizard kings are more advanced than other tribes, and they typically use sophisticated tactics, ambushes, and traps. Lizard kings don't shy away from battle, but they keep their fiercest warriors nearby and almost never enter combat alone. While most lizardfolk are disorganized in combat, those led by a lizard king stand by their ruler in combat.

Smite Good (Su): Once per day a lizard king can make a normal melee attack to deal 2 extra points of damage against a good foe.

Spell-Like Abilities (Sp): Three times per day - Darkness; caster level 3rd.

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

Skills: Because of its tail, a lizard king has a +4 racial bonus on Balance, Jump, and Swim checks. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 for Swim checks) for carrying a large leather shield.

Note: A lizard king is simply a lizardfolk with the half-fiend template applied. A lizard king with class levels gains additional spell-like abilities and special qualities as a half-fiend of the same character level would.

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