Lizardfolk Blood Savage: Difference between revisions
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Revision as of 14:00, 8 December 2017
Lizardfolk Blood Savage (CR 6)
Lawful Evil - Medium - Humanoid (Lizardfolk) |
---|
Lore: | Know (Local) | ||
12 | 27 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
20 | +10 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
81 | 40 | 9 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +4 |
Refl: | +9 |
Will: | +4 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Wicked Terbutje +10 (1d8+6/19-20 x2)
as undefined damage type
plus Terrible Wounds and Blue Darter Poison
Full Attack (Melee):
- 3x Wicked Terbutje +10 (1d8+6/19-20 x2)
as undefined damage type
plus Terrible Wounds and Blue Darter Poison
Standard Attack (Ranged):
- 1x Feathered Blowgun +10 (1d8+6/19-20 x2)
as undefined damage type
(Increment: 40 ft.; Max Range: 200 ft.)
plus Blue Darter Poison
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
15 |
STR |
17 |
DEX |
15 |
CON |
11 |
INT |
13 |
WIS |
13 |
CHA |
Skills:
- Heal: 10
- Perception: 10
- Stealth: 13
- Survival: 10
- All other skills: 5 (no ranks)
Languages: Myerl
Special Abilities
Terrible Wounds (Ex) |
Any creature struck by the Lizardfolk's terbutje gains a Ruptured condition, which deals 1 point of damage at the beginning of that creature's turn, each turn until they are healed. Like all Ruptures, this stacks with itself until healed or death occurs. |
Blue Darter Poison (Ex, Poison) |
The first time in an encounter that a lizardfolk successfully strikes an enemy with either its terbutje or with a dart from its feathered blowgun, that creature may also be affected by poison:
|
Lizardfolk Blood Savage
Lizardfolk are one of the numerous humanoid races who do not have the spark of civility. They are of crocodilian ancestry, with strong, agile forms and barren hearts. They tend to like warmer, wetter climes, although that is certainly not a hard rule, and there are reputed to be tribes and even nations of Lizardfolk tucked away all over the world, in every clime, wherever they find a way to prosper.
- Lizardfolk gather in large tribal communities and even raise up minor nation states, most commonly 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 purchase another day from the gods of darkness.
- Lizardfolk cities are often 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.
- Blood Savages are the warriors of the lizardfolk societies, collecting prisoners for sacrifice, gathering food and defending the territories of the tribe. Blood savages are expert soldiers, and take great pride in their martial abilities. They are prideful, and highly respected by their tribesmen. Lizardfolk have a complex honor code, though its allowances for brutal murder, and nearly constant resolution of problems through violence makes the code nearly incomprehensible to outsiders.
- Most lizardfolk weapons and armor are made from natural materials, such as bone and leather, and metals are highly prized. Skilled blacksmiths capable of working these metals are treated like nobility in the tribes.
Combat Tactics
Lizardfolk Blood Savages, while perfectly competent at stealth, will rarely attack from ambush as they consider it dishonorable. Instead they use stealth to observe potential prey and if they decide they are likely to be victorious, they will creep close to be in melee range, emerge from hiding, announce themselves, and then attack. This means that if they gain a surprise round, they will not use it.
- In combat lizardfolk will attempt to sneak up and then use their poisoned terbutjes to cut down their opponents. If victorious, they will tend the wounds of their prey, bind them, and take them back to their city. The prisoners are then given to the Blood Acolytes for sacrifice to the gods to ensure the sun comes up again tomorrow.
Out of Combat
Rewards
XP: 2,400
Treasure: Sellable Goods worth 2,125 gp.
- Weight: 60 lbs. Volume: 2.4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |