Lizardfolk Coldblood: Difference between revisions
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{{Template:Monster | |||
| CR = 8 | |||
| MonsterName = Lizardfolk Coldblood | |||
| Image = lizardfolk2.jpg | |||
<!--Value: file name and extension only (e.g. "monster_picture.jpg")--> | |||
| Role = | |||
<!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank--> | |||
| Description = 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 their 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. | |||
| Alignment = Lawful Evil | |||
<!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil--> | |||
| Size = Medium | |||
<!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic--> | |||
| 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--> | |||
| NudgeBasicLoreValue = | |||
<!-- 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 --> | |||
| 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 --> | |||
| NudgeInit = | |||
<!--CR 8 INITIATIVE = +4 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| Senses = | |||
<!--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]] --> | |||
| NudgePerception = | |||
<!--CR 8 PERCEPTION = +12 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8--> | |||
| NudgeAC = -2 | |||
<!--CR 8 AC = 27 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeTouchAC = -1 | |||
<!--CR 8 TOUCH AC = 17 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeFFAC = -2 | |||
<!--CR 8 FLAT-FOOTED AC = 21 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
== | | NudgeCMD = | ||
<!--CR 8 CMD = 26 --> | |||
| CMDNotes = | |||
<!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")--> | |||
| NudgeHitPoints = -15 | |||
<!--CR 8 HIT POINTS = 125 --> | |||
<!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).--> | |||
<!-- SAVING THROWS --> | |||
| Fort = | |||
| Refl = S | |||
| Will = | |||
<!--CR 8 STRONG SAVE = +11; WEAK SAVE = +7 --> | |||
<!--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--> | |||
| NudgeFort = | |||
| NudgeRefl = | |||
| NudgeWill = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| SR = | |||
<!--Values: Y (for Yes), or leave blank--> | |||
| NudgeSR = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
= | | SpecialDefenses = +4 to saves vs Poisons | ||
<!--Put any DR or ER values here--> | |||
''' | | StrongAgainst = | ||
<!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added--> | |||
'' | | 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))--> | |||
'' | | 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))--> | |||
''' | | WeakAgainst = | ||
<!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added--> | |||
| 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]] --> | |||
| NudgeSpace = | |||
<!--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 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)--> | |||
| 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)--> | |||
<!-- GENERAL ATTACK INFORMATION --> | |||
= | | MeleeOrNatural = Melee | ||
<!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)--> | |||
| MultipliedDamageType = | |||
<!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)--> | |||
| IgnoreSecondary = | |||
<!--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)--> | |||
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.) | |||
<!-- PRIMARY ATTACK INFORMATION --> | |||
| PriAtkName = Terbutje | |||
<!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")--> | |||
| PriAtkNotes = plus Sneak Attack (see below) | |||
<!--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 = | |||
<!--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 8 PRIMARY TO-HIT = +15 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgePriDamage = | |||
<!--CR 8 PRIMARY NATURAL DAMAGE = 2d8+7 --> | |||
<!--CR 8 PRIMARY MELEE DAMAGE = 2d8+7 --> | |||
<!--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 8 SECONDARY TO-HIT = +15 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeSecDamage = | |||
<!--CR 8 SECONDARY NATURAL DAMAGE = 2d6+1 --> | |||
<!--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 8 TERTIARY TO-HIT = +15 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeTerDamage = | |||
<!--CR 8 TERTIARY NATURAL DAMAGE = 2d8+7 --> | |||
<!--CR 8 TERTIARY MELEE DAMAGE = 2d8+7 --> | |||
<!--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 8 QUATERNARY TO-HIT = +15 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeQuaDamage = | |||
<!--CR 8 QUATERNARY NATURAL DAMAGE = 2d6+1 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- RANGED ATTACK INFORMATION --> | |||
| RangedAtkName = | |||
<!--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 = | |||
<!--Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first--> | |||
| RangedAtkNumberOfIncrements = | |||
<!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10--> | |||
| RangedAtkNotes = | |||
<!--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 8 RANGED TO-HIT = +15 --> | |||
<!--any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeRangedDamage = | |||
<!--CR 8 RANGED DAMAGE = 2d8+7 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- COMBAT MANEUVERS --> | |||
| NudgeCMB = | |||
<!--CR 8 CMB = +13 --> | |||
| CMBNotes = | |||
<!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")--> | |||
<!-- SIEGE DAMAGE INFORMATION --> | |||
| SiegeDmgCapable = | |||
<!--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 8 SIEGE CMB = +13 --> | |||
<!--any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeSiegeDamage = | |||
<!--CR 8 SIEGE DAMAGE = 1d6-1 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- ABILITY SCORES --> | |||
| Str = 16 | |||
| Dex = 18 | |||
| Con = 16 | |||
| Int = 12 | |||
| Wis = 11 | |||
| Cha = 9 | |||
<!-- FEATS --> | |||
| Feat1 = Mobility | |||
| Feat2 = | |||
| Feat3 = | |||
| Feat4 = | |||
<!--Just the feat name; will be autolinked, and ShortDesc added--> | |||
<!-- SKILLS --> | |||
| Skill1 = Stealth | |||
| Skill2 = Acrobatics | |||
| Skill3 = | |||
| Skill4 = | |||
| NudgeSkill1 = | |||
| NudgeSkill2 = | |||
| NudgeSkill3 = | |||
| NudgeSkill4 = | |||
<!--CR 8 SKILLS = +12 --> | |||
<!--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 | |||
<!--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 = Sneak Attack | |||
| 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 = Any time the Coldblood attacks an opponent who is either flat-footed or flanked, he may apply +{{#var:Special1SwiftDmg}} sneak attack damage to the target. This is precision damage and matches the damage type of the weapon used to make the attack (usually physical slashing damage). | |||
<!--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 8 = +15 | |||
{{#var:Special1TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special1SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special1StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special1SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special1AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| 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 = Blue Darter Poison | |||
| Ability-2-Type = Ex | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-2-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-2-Description = 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 Poison- Injury; save Fort DC {{#var:Special2SaveDC}}; frequency 1/round for 5 rounds; effect: target is [[Flat-Footed]] and suffers {{#var:Special2SwiftDmg}} 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:Special2ToHit}} To-Hit @ CR 8 = +15 | |||
{{#var:Special2TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special2SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special2StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special2SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special2AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| 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 = | |||
| Ability-3-Type = | |||
<!--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 = | |||
<!--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 8 = +15 | |||
{{#var:Special3TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special3SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special3StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special3SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special3AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| 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 8 = +15 | |||
{{#var:Special4TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special4SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special4StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special4SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special4AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| 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 8 = +15 | |||
{{#var:Special5TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special5SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special5StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special5SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special5AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| 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 8 = +15 | |||
{{#var:Special6TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special6SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special6StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special6SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special6AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| 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 8 = +15 | |||
{{#var:Special7TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special7SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special7StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special7SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special7AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| 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 8 = +15 | |||
{{#var:Special8TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special8SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special8StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special8SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special8AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| 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 8 = +15 | |||
{{#var:Special9TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special9SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special9StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special9SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special9AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| 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 = Unlike their Blood Savage cousins, the Coldbloods have a different code of honor which is perfectly comfortable 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 among the Lizardfolk and is used even by the Coldbloods 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. This allows them to 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.) | |||
<!-- OUT OF COMBAT --> | |||
| OutOfCombat = | |||
!* All Coldbloods carry a +1 magic terbutje with a sell value of 1152 gp | |||
}} |
Revision as of 22:20, 22 January 2017
Lizardfolk Coldblood (CR 8)
Lawful Evil - Medium - Humanoid (Lizardfolk) |
---|
Lore: | Know (Local) | ||
16 | 31 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
23 | +13 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
131 | 65 | 13 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +5 |
Refl: | +10 |
Will: | +5 |
Strong Against:
- +4 to saves vs Poisons
Offense
Standard Attack (Melee):
- 1x Terbutje +13 (2d8+6/19-20 x2)
as undefined damage type
plus Sneak Attack (see below)
Full Attack (Melee):
- 3x Terbutje +13 (2d8+6/19-20 x2)
as undefined damage type
plus Sneak Attack (see below)
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
16 |
STR |
18 |
DEX |
16 |
CON |
12 |
INT |
11 |
WIS |
9 |
CHA |
Skills:
- Acrobatics: 13
- Escape Artist: 13
- Perception: 13
- Stealth: 13
- All other skills: 8 (no ranks)
Languages: Myerl
Feats:
- Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
Special Abilities
Sneak Attack (Ex) |
Any time the Coldblood attacks an opponent who is either flat-footed or flanked, he may apply + sneak attack damage to the target. This is precision damage and matches the damage type of the weapon used to make the attack (usually physical slashing damage). |
Blue Darter 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.
|
Lizardfolk Coldblood
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 their 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.
Combat Tactics
Unlike their Blood Savage cousins, the Coldbloods have a different code of honor which is perfectly comfortable 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 among the Lizardfolk and is used even by the Coldbloods 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. This allows them to 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.)
Out of Combat
* All Coldbloods carry a +1 magic terbutje with a sell value of 1152 gpRewards
XP: 4,800
Treasure: Sellable Goods worth 3,875 gp.
- Weight: 80 lbs. Volume: 3.2 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) |