Lizardfolk Blood Savage
Lizardfolk Blood Savage (CR 6)
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.
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 proud, and are 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, but metals are highly prized, and blacksmiths are treated like nobility in the tribes.
GENERAL
CR 6 Hit Dice 9
XP 2,400
LE Medium Humanoid (Lizardfolk)
Init +3; Senses Darkvision 60 ft., Perception +9
DEFENSE
AC 24, touch 15, flat-footed 19 (+5 dex, +9 armor)
hp 66
Fort +5, Ref +9, Will +5
Aura: -
SR: -
Special Defenses: -
Immunities: -
Weaknesses: -
OFFENSE
Speed 30 ft., Climb 20 ft., Swim 20 ft.
Space / Reach: 5 ft. / 5 ft.
Single Melee Terbutje +10 (1d8+2/19-20x2) plus Terrible Wounds
Full Melee 2x Terbutje +10 (1d8+2/19-20x2) plus Terrible Wounds
Ranged -
Special Attacks Terrible wounds, Blue Darter Poison
Action Points 0
STATISTICS
Str 15, Dex 17, Con 15, Int 11, Wis 13, Cha 13
Base Atk +6; CMB +12; CMD 24
Feats -
Skills Heal +9, Survival +9, Stealth +9
Languages Myerl
SPECIAL ABILITIES
- Terrible Wounds
Any creature struck by the Lizardfolk's terbutje gains a Bleed condition, which deals 2 points of damage at the beginning of that creature's turn, each turn until they are healed. Furthermore, unlike a normal Bleed, the lizardfolk's Terrible Wounds ability stacks with itself, adding an additional +2 to the Bleed each additional time the creature is struck.
- Poison
The first time a lizardfolk successfully strikes an enemy with his terbutje in an encounter, the creature is afflicted with Blue Darter Poison. This ability may only be used once per encounter and only on the first successful attack.
- Blue Darter - Injury; save Fort DC 16; frequency 1/round for 2 rounds; effect: target is Flat-Footed; cure 1 save. The save DC is Constitution-based.
TREASURE
sell value of approximately 1,875 gp
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 emerge from hiding, announce themselves and then attack.
In combat, lizardfolk will 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.