Lizardfolk Blood Acolyte
Lizardfolk Blood Acolyte (CR 7)
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.
GENERAL
CR 7 Hit Dice 10
XP 3,200
LE Medium Humanoid (Lizardfolk)
Init +3; Senses Darkvision 60 ft., Perception +11
DEFENSE
AC 22, touch 14, flat-footed 18 (+3 armor, +4 dex, +5 natural, +0 deflection)
hp 92
Fort +6, Ref +8, Will +8
Aura: -
SR: -
Special Defenses: -
Immunities: -
Weaknesses: -
OFFENSE
Speed 30 ft., Climb 20 ft., Swim 20 ft.
Space / Reach: 5 ft. / 5 ft.
Single Melee Heart-Ripper +10 (1d8+10/no crits), vs. touch AC, see below
Full Melee Heart-Ripper +10 (1d8+10/no crits), vs. touch AC, see below
Ranged Blowgun +12 (1 damage/no crits), range increment 30 feet, ignores up to 5 points of DR, also see Boil Blood
Special Attacks Heart-Ripper, Boil Blood, Poison Darts
Action Points 0
STATISTICS
Str 12, Dex 13, Con 12, Int 15, Wis 21, Cha 16
Base Atk +7; CMB +12; CMD 20
Feats -
Skills Heal +11, Diplomacy +11
Languages Myerl, Common
SPECIAL ABILITIES
- Heart-Ripper (Ex)
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 16, 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.
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: 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 16 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.
- 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 16; 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.
TREASURE
sell value of approximately 2,375 gp
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.