Lizardfolk Coldblood: Difference between revisions
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The first time a Lizardfolk Coldblood successfully strikes an enemy with his terbutje in an encounter, the creature is afflicted with Blue Darter Poison. This ability may only be used once per encounter and only on the first successful attack. | The first time a Lizardfolk Coldblood successfully strikes an enemy with his terbutje in an encounter, the creature is afflicted with Blue Darter Poison. This ability may only be used once per encounter and only on the first successful attack. | ||
: Blue Darter - Injury; save Fort DC 16; frequency 1/round for 5 rounds; effect: target is [[Flat-Footed]]; cure 1 save. The save DC is Constitution-based. | : Blue Darter - Injury; save Fort DC 16; frequency 1/round for 5 rounds; effect: target is [[Flat-Footed]] and suffers 1d6 of subdual damage that bypasses DR; cure 1 save. The save DC is Constitution-based. | ||
=== TREASURE === | === TREASURE === |
Revision as of 17:45, 10 May 2015
Lizardfolk Coldblood (CR 8)
Lizardfolk gather in large tribal communities, often building cities in deep jungle where a good fresh water source is available. These cities can grow quite massive, and always feature one or more prominent ziggurats, similar to the stepped-pyramids of the Aztecs. These huge temples are occupied by the Blood Acolytes, who perform daily sacrifices to ensure the sun rises again each day.
Lizardfolk cities are surrounded by many acres of farmland, where crops and livestock are tended to provide food for the tribe. Fresh game animals are also brought in by the Blood Savages to supplement the food supplies, and to provide leather and bone for tools and clothing.
The Lizardfolk Coldbloods are a sacred order of assassins committed to the will of the sun gods. Where the Blood Savages are hunters and gatherers, and the Acolytes are leaders and politicians, the Coldbloods serve as a kind of murderous inquisition, seeking out corruption and weakness and excising it without qualm. The Coldbloods are not specifically above the Blood Acolytes, politically, but rather apart from them. They have their own leadership and their own laws which they enforce mercilessly. Given sufficient evidence, no member of the Lizardfolk society is safe from judgement; even the occasional high priest of the Blood Acolytes has been executed for corruption by the Coldbloods at various points in the Lizardfolk histories.
GENERAL
CR 8 Hit Dice 12
XP 4,800
LE Medium Humanoid (Lizardfolk)
Init +4; Senses Darkvision 60 ft., Perception +12
DEFENSE
AC 25, touch 16, flat-footed 19 (+4 armor, +6 dex, +5 natural, +0 deflection)
hp 110
Fort +7, Ref +11, Will +7
Aura: -
SR: -
Special Defenses: +4 to saves vs. poison
Immunities: -
Weaknesses: -
OFFENSE
Speed 30 ft., Climb 20 ft., Swim 20 ft.
Space / Reach: 5 ft. / 5 ft.
Single Melee Terbutje +14 (2d8+7/19-20x2) plus Sneak Attack
Full Melee 2x Terbutje +14 (2d8+7/19-20x2) plus Sneak Attack
Ranged -
Special Attacks Blue Darter Poison, Sneak Attack
Action Points 0
STATISTICS
Str 16, Dex 18, Con 16, Int 12, Wis 11, Cha 9
Base Atk +8; CMB +13; CMD 23
Feats Mobility (EFFECT: +4 to AC vs. Attacks of Opportunity caused by movement)
Skills Stealth +12, Acrobatics +12
Languages Myerl
SPECIAL ABILITIES
- Sneak Attack (Ex)
Any time the Coldblood attacks an opponent who is either flat-footed or flanked, he may apply +2d6 sneak attack damage to the target. This is precision damage.
- Poison (Ex)
The first time a Lizardfolk Coldblood successfully strikes an enemy with his terbutje in an encounter, the creature is afflicted with Blue Darter Poison. This ability may only be used once per encounter and only on the first successful attack.
- Blue Darter - Injury; save Fort DC 16; frequency 1/round for 5 rounds; effect: target is Flat-Footed and suffers 1d6 of subdual damage that bypasses DR; cure 1 save. The save DC is Constitution-based.
TREASURE
sell value of approximately 3,250 gp.
- All Coldbloods carry a +1 magic terbutje with a sell value of 1152 gp
COMBAT TACTICS
Unlike their Blood Savage cousins, the Coldbloods have a different code of honor which is perfectly at home with surprise attacks, ruthless murder and even torture (when the victim has information that might help root out more important corruption; curiously, torture is considered dishonorable and used only when necessary).
In combat, the Coldbloods will close to melee quickly, using acrobatics to avoid attacks of opportunity. They will use their blue darter poison early in the fight to render an opponent flat-footed and make as much use of their bonus sneak attack damage as they can manage.
Another common tactic of the Coldbloods is to hold half their forces in reserve to both take advantage of flanking maneuvers, and to spread out the poison applications across more of the fight. By entering on the second round, the second team can provide flanks for the first, allowing them additional uses of sneak attack, while simultaneously trying to re-apply poison to those who have already shaken off the effects of the first team's poison attacks.
Coldbloods are merciless, relentless and will never run away from a fight (doing so would almost certainly mean they themselves would be killed for having weak blood that would corrupt the tribe.)