Medium Outsider (Native, Reptilian)
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 feetSpecial 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
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.
Home Three Worlds Monsters
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