Lizardfolk Blood Acolyte: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 7
[[Category:CR 7]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Lizardfolk Blood Acolyte


[[Image:lizardfolk3.jpg|384px|right|xx]]
| Image = lizardfolk3.jpg
== Lizardfolk Blood Acolyte (CR 7) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
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.
| Role =
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


Lizardfolk Blood Acolytes are spiritual leaders, performing the daily sacrifices necessary to ensure the prosperity and continued health of the tribe. They are also vicious and cruel foes, both in combat and among the many intrigues of the temples.  Blood Acolytes are constantly vying for primacy among their peers, using rumor, innuendo and poisons to degrade their fellow acolytes in the eyes of the gods.
| Description = 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.


The less favored among the acolytes are often sent out with hunting parties, usually to meet some "accident" along the way.
: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.


:Lizardfolk Blood Acolytes are spiritual leaders, performing the daily sacrifices necessary to ensure the prosperity and continued health of the tribe.  They are also vicious and cruel foes, both in combat and among the many intrigues of the temples.  Blood Acolytes are constantly vying for primacy among their peers, using rumor, innuendo and poisons to degrade their fellow acolytes in the eyes of the gods.


=== GENERAL ===
:The less favored among the acolytes are often sent out with hunting parties, usually to meet some "accident" along the way.
'''CR''' 7  '''Hit Dice''' 10


'''XP''' 3,200
| Alignment = Lawful Evil
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


LE Medium Humanoid (Lizardfolk)
| Size = Medium
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''Init''' +3; '''Senses''' Darkvision 60 ft., Perception +11
| Type = Humanoid
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


| Subtype = Lizardfolk
  <!--If any-->


=== DEFENSE ===
| NudgeBasicLoreValue =  
'''AC''' 22, '''touch''' 15, '''flat-footed''' 18 (+3 armor, +4 dex, +5 natural, +0 deflection)
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''hp''' 92
| NudgeFullLoreValue =
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Fort''' +6, '''Ref''' +8, '''Will''' +8
| NudgeInit =
  <!--CR 7 INITIATIVE = +3 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Aura:''' -
| Senses = [[Darkvision]] 60 ft.
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->


'''SR:''' -
| NudgePerception =
  <!--CR 7 PERCEPTION = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Special Defenses:''' -
| NudgeAC = -3
  <!--CR 7 AC = 25 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Immunities:''' -
| NudgeTouchAC =
  <!--CR 7 TOUCH AC = 16 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Weaknesses:''' -
| NudgeFFAC =
  <!--CR 7 FLAT-FOOTED AC = 21 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeCMD =
  <!--CR 7 CMD = 23 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->


=== OFFENSE ===
| NudgeHitPoints = -10
'''Speed''' 30 ft., Climb 20 ft., Swim 20 ft.
  <!--CR 7 HIT POINTS = 102 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''Space / Reach:'''  5 ft. / 5 ft.


'''Single Melee''' Heart-Ripper +10 (1d8+10/no crits), vs. touch AC, see below
<!--  SAVING THROWS  -->


'''Full Melee''' Heart-Ripper +10 (1d8+10/no crits), vs. touch AC, see below
| Fort =
| Refl =
| Will =
  <!--CR 7 STRONG SAVE = +10; WEAK SAVE = +6 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Ranged''' Blowgun +13 (1 damage/no crits), range increment 30 feet, ignores up to 5 points of DR, also see Boil Blood
| NudgeFort =
| NudgeRefl = +2
| NudgeWill = +2
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Special Attacks''' Heart-Ripper, Boil Blood, Poison Darts
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Action Points''' 0
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| SpecialDefenses =
  <!--Put any DR or ER values here-->


=== STATISTICS ===
| StrongAgainst =  
'''Str''' 12, '''Dex''' 13, '''Con''' 12, '''Int''' 15, '''Wis''' 21, '''Cha''' 16
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Base Atk''' +7; '''CMB''' +12; '''CMD''' 20
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))-->


'''Feats''' -
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))-->


'''Skills''' Heal +11, Diplomacy +11
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


'''Languages''' Myerl, Common
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any))-->


| MoveTypes = Walk 30 ft., [[Lesser Climb]] 20 ft., [[Lesser Swim]] 20 ft.
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->


=== SPECIAL ABILITIES ===
| NudgeSpace =  
; Heart-Ripper (Ex)
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
As a standard action, the Blood Acolyte may make a touch attack against an adjacent enemy (+9 to hit, vs. touch AC) to magically plunge his hand into the chest of his victim. If he hits, he deals 1d8+10 damage and the target must make a Fort save against a DC 17, or the target also loses 1d4 CON. If the victim is reduced to 0 CON or less, his still-beating heart is ripped from his chest, and he dies.
  <!--NOTE: If type or subtype is "Swarm", the space will default to 10 ft.-->
  <!--NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium)-->


Multiple acolytes may not join forces to attack a single enemy with this attack. Only one acolyte may attack a given victim with Heart-Ripper per round.
| NudgeReach =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
  <!--NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.-->
  <!--NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium)-->




; Boil Blood (Sp)
* '''Concentration:''' d20 + 12 vs. DC 21
As a standard action, the Acolyte casts Boil Blood on an enemy he can perceive within 50 feet.  The target must make a DC 17 Fortitude save or take 4d6 damage and become [[Sickened]].  If he makes his save, he takes only half damage and is not sickened.  The Sickened condition lasts until the end of the Acolyte's next turn. 


While this attack can strike the same victim multiple times per round (if multiple acolytes are present), the Sickened condition cannot be made worse by additional applications of the ability. Only the damage goes through, and the victim may still make a save to reduce it by half each time he is attacked.
<!-- GENERAL ATTACK INFORMATION  -->


| MeleeOrNatural = Natural
  <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->


; Poison Darts (Ex, poison)
| MultipliedDamageType =
Any time the Acolyte successfully damages an opponent with his blowgun attack, the target must also save against the effects of Blue Darter poison:
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


: Blue Darter - Injury; save Fort DC 17; frequency 1/round for 2 rounds; effect: target is [[Flat-Footed]] and suffers 1d6 of subdual damage that bypasses DR; cure 1 save. The save DC is Constitution-based.
| IgnoreSecondary = Y
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->




=== TREASURE ===
sell value of approximately 2,375 gp


<!--  PRIMARY ATTACK INFORMATION  -->


=== COMBAT TACTICS ===
| PriAtkName = Heart-Ripper
Lizardfolk Blood Acolytes provide excellent support for other Lizardfolk, such as the Lizardfolk Blood Savage or the Lizardfolk Coldblood. If they are in a party of supporting fighters, they will use their blowgun and their Boil Blood abilities, while staying at range, to debilitate their opponents to make the jobs of their fighters easier.
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->


If they are engaged in melee, they will use Heart-Ripper on their attacker until someone can come to their aid.
| PriAtkNotes = no crits
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
 
| PriAtkVSTouchAC = Y
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 7 PRIMARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 7 PRIMARY NATURAL DAMAGE = 1d8+10 -->
  <!--CR 7 PRIMARY MELEE DAMAGE = 1d8+10 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 7 SECONDARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 7 SECONDARY NATURAL DAMAGE = 1d6+4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 7 TERTIARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 7 TERTIARY NATURAL DAMAGE = 1d8+10 -->
  <!--CR 7 TERTIARY MELEE DAMAGE = 1d8+10 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 7 QUATERNARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 7 QUATERNARY NATURAL DAMAGE = 1d6+4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Lizardfolk Blowgun
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIncrementDistance = 30
  <!--Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first-->
 
| RangedAtkNumberOfIncrements = 10
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
 
| RangedAtkNotes = Ignores 5 points of any type of DR plus Blue Darter Poin; also see "Boil Blood"
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--Use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 7 RANGED TO-HIT = +13 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage = vlo
  <!--CR 7 RANGED DAMAGE = 1d8+10 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| NudgeCMB =
  <!--CR 7 CMB = +11 -->
 
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable = N
  <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
 
| SiegeAtkName =
  <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
 
| SiegeAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
 
| SiegeAtkIncrement =
  <!--Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this-->
 
| SiegeAtkNumberOfIncrements =
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
 
| NudgeSiegeCMB =
  <!--CR 7 SIEGE CMB = +11 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSiegeDamage =
  <!--CR 7 SIEGE DAMAGE = 1d6-2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 12
| Dex = 13
| Con = 12
| Int = 15
| Wis = 21
| Cha = 16
 
 
<!--  FEATS  -->
 
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = Heal
| Skill2 = Diplomacy
| Skill3 =
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 7 SKILLS = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages = Myerl, Common
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Heart-Ripper
 
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = As a standard action, the Blood Acolyte may make a touch attack against an adjacent enemy (see Hart-Ripper attack stats above). The effect is to magically plunge its hand into the chest of its victim.  If the Acolyte hits, it deals damage as above and the target must make a Fort save against a DC {{#var:Special1SaveDC}}, or the target also loses 1d4 CON as ability damage.  If the victim is reduced to 0 CON or less, his still-beating heart is ripped from his chest, and he dies.
 
:Multiple acolytes may not join forces to attack a single enemy with this attack.  Only one acolyte may attack a given victim with Heart-Ripper per round.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special1SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special1StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Boil Blood
 
| Ability-2-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration = S
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = As a standard action, the Acolyte may cast Boil Blood on an enemy he can perceive within 50 feet.  The target must make a DC {{#var:Special2SaveDC}} Fortitude save or take 4d6 negative energy damage and become [[Sickened]].  If he makes his save, he takes only half damage and is not sickened.  The Sickened condition lasts until the end of the Acolyte's next turn. 
 
:While this attack can strike the same victim multiple times per round (if multiple acolytes are present), the Sickened condition cannot be made worse by additional applications of the ability.  Only the damage goes through, and the victim may still make a save to reduce it by half each time he is attacked.
 
:This attack can be used to heal undead, with the caveat that the undead must be of a type that has blood.
 
 
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special2SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special2StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Blue Darter Poison Darts
 
| Ability-3-Type = Ex, poison
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = Any time the Acolyte successfully damages an opponent with his blowgun attack, the target must also save against the effects of Blue Darter poison:
 
: Blue Darter - Injury; save Fort DC {{#var:Special3SaveDC}}; frequency 1/round for 2 rounds; effect: target is [[Flat-Footed]] and suffers 1d6 of subdual damage that bypasses DR; cure 1 save. The save DC is Constitution-based.
 
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special3SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special3StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special4SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special4StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special5SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special5StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special6SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special6StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special7SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special7StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special8SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special8StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special9SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special9StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Lizardfolk Blood Acolytes provide excellent support for other Lizardfolk, such as the Lizardfolk Blood Savage or the Lizardfolk Coldblood.  If they are in a party of supporting fighters, they will use their blowgun and their Boil Blood abilities, while staying at range, to debilitate their opponents to make the jobs of their fighters easier.
 
:If they are engaged in melee, they will use Heart-Ripper on their attacker until someone can come to their aid.
[[Image:lizardfolk_city.jpg|684px|center|xx]]
[[Image:lizardfolk_city.jpg|684px|center|xx]]
<!--  OUT OF COMBAT  -->
| OutOfCombat =
}}

Revision as of 23:03, 29 December 2016

Lizardfolk Blood Acolyte (CR 7)

Lawful Evil - Medium - Humanoid (Lizardfolk)
Lore: Know (Local)
14 29
Basic DC Full DC
Initiative
Initiative Icon 2.png
11
Perception:
21 +11
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
20
Man Def
Shield Icon 3.png
23
Monster Health
103 51 11
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +4
Refl: +6
Will: +6

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+12
Sword Icon 3.png
Man Off
+11
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Heart-Ripper +12 (2d10+7/x2)
    as undefined damage type
    no critsExpression error: Unexpected < operator.

Full Attack (Melee):

  • 1x Heart-Ripper +12 (2d10+7/x2)
    as undefined damage type
    no critsExpression error: Unexpected < operator.

Standard Attack (Ranged):

  • 1x Lizardfolk Blowgun +12 (0/x2)
    as undefined damage type
    (Increment: 30 ft.; Max Range: 300 ft.)
    Ignores 5 points of any type of DR plus Blue Darter Poin; also see "Boil Blood"

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

12
STR
13
DEX
12
CON
15
INT
21
WIS
16
CHA

Skills:

Languages: Myerl, Common

Feats:

Special Abilities

Heart-Ripper (Ex)

As a standard action, the Blood Acolyte may make a touch attack against an adjacent enemy (see Hart-Ripper attack stats above). The effect is to magically plunge its hand into the chest of its victim. If the Acolyte hits, it deals damage as above and the target must make a Fort save against a DC , or the target also loses 1d4 CON as ability damage. If the victim is reduced to 0 CON or less, his still-beating heart is ripped from his chest, and he dies.

Multiple acolytes may not join forces to attack a single enemy with this attack. Only one acolyte may attack a given victim with Heart-Ripper per round.
Boil Blood (Sp)
  • Concentration: 1d20 + 14 vs. a DC of 23 (9 needed on the die)

As a standard action, the Acolyte may cast Boil Blood on an enemy he can perceive within 50 feet. The target must make a DC Fortitude save or take 4d6 negative energy damage and become Sickened. If he makes his save, he takes only half damage and is not sickened. The Sickened condition lasts until the end of the Acolyte's next turn.

While this attack can strike the same victim multiple times per round (if multiple acolytes are present), the Sickened condition cannot be made worse by additional applications of the ability. Only the damage goes through, and the victim may still make a save to reduce it by half each time he is attacked.
This attack can be used to heal undead, with the caveat that the undead must be of a type that has blood.
Blue Darter Poison Darts (Ex, poison)

Any time the Acolyte successfully damages an opponent with his blowgun attack, the target must also save against the effects of Blue Darter poison:

Blue Darter - Injury; save Fort DC ; frequency 1/round for 2 rounds; effect: target is Flat-Footed and suffers 1d6 of subdual damage that bypasses DR; cure 1 save. The save DC is Constitution-based.
Lizardfolk Blood Acolyte

Lizardfolk Blood Acolyte

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.
Lizardfolk Blood Acolytes are spiritual leaders, performing the daily sacrifices necessary to ensure the prosperity and continued health of the tribe. They are also vicious and cruel foes, both in combat and among the many intrigues of the temples. Blood Acolytes are constantly vying for primacy among their peers, using rumor, innuendo and poisons to degrade their fellow acolytes in the eyes of the gods.
The less favored among the acolytes are often sent out with hunting parties, usually to meet some "accident" along the way.

Combat Tactics

Lizardfolk Blood Acolytes provide excellent support for other Lizardfolk, such as the Lizardfolk Blood Savage or the Lizardfolk Coldblood. If they are in a party of supporting fighters, they will use their blowgun and their Boil Blood abilities, while staying at range, to debilitate their opponents to make the jobs of their fighters easier.

If they are engaged in melee, they will use Heart-Ripper on their attacker until someone can come to their aid.
xx

Out of Combat

Rewards

XP: 3,200

Treasure: Sellable Goods worth 2,875 gp.

Weight: 70 lbs.     Volume: 2.8 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)