Lizardfolk Blood Acolyte (CR 7)
Lawful Evil - Medium - Humanoid (Lizardfolk)
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Initiative
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11
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Defense
AC
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20
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Man Def
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21
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Monster Health
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103 |
51 |
11
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Hit Points |
Bloodied |
Hit Dice
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Saving Throws
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Fort: |
+4
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Refl: |
+6
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Will: |
+7
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Weak Against:
Offense
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Size: |
Medium
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5 ft. |
5 ft.
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Space |
Reach
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To-Hit
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+12
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Man Off
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+9
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Standard Attack (Melee):
- 1x Heart-Ripper +16 vs. AC (always hits on a 17+ on the die) (2d10+7/x2)
as piercing (physical, common)
no critical hits
Full Attack (Melee):
- 1x Heart-Ripper +16 vs. AC (always hits on a 17+ on the die) (2d10+7/x2)
as piercing (physical, common)
no critical hits
Standard Attack (Ranged):
- 1x Totemic Blowgun +12 (1d10+2/x2)
as piercing (physical, common)
(Increment: 30 ft.; Max Range: 300 ft.)
ignores up to 5 points of DR (any type); plus Poisoned Darts
Siege Damage: Not siege capable
Statistics
Feats:
Special Abilities
Heart-Ripper (Ex)
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As a standard action, the Blood Acolyte may make a touch attack against an adjacent enemy (see Heart-Ripper attack stats above). The effect is to magically plunge its hand into the chest of its victim. If the Acolyte hits, it deals piercing (physical, common) damage as above and the target must make a Fort save against a DC 18, or the target also loses 1d3 CON as Ability Damage. If the victim is reduced to 1 CON, 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.
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Boil Blood (Sp)
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- 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 18 Fortitude save or take 2d8+4 points of negative (energy, uncommon) 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 possesses blood.
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Poisoned Darts (Ex, Poison)
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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 Poison (Injury vector; Poisoned intensity)
- Save: Fort DC 18; Frequency: 1/round for 3 rounds
- Effect: 1d3 DEX damage and 2d8+4 poison (physical, uncommon) damage per interval, and target is Flat-Footed
- Fruition: Victim becomes Wobbly; this cannot be cured normally
- Fruition Duration: 1 day (full night's rest)
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Lizardfolk Blood Acolyte
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 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.
Out of Combat
Thanks to the Boil Blood ability, Acolytes tend to be quite fond of zombies, since they can heal them. Similarly, it is not unusual for Vampires and similar Undead to ally with some Blood Acolytes for healing services.
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
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1 - 10 |
Nothing Found
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11 - 14 |
1 Languid Remnant (tier 1)
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15 - 17 |
1 Pale Remnant (tier 2)
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18 - 19 |
1 Bright Remnant (tier 3)
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20 |
Roll on Table 2
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### |
Nothing to see here!
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### |
Or here. Move along.
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Table 2: Remnant(s) Found
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1 - 5 |
3 Languid Remnants (tier 1)
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6 - 10 |
3 Pale Remnants (tier 2)
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11 - 14 |
1 Intense Remnant (tier 4)
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15 - 17 |
1 Blazing Remnant (tier 5)
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18 - 19 |
1 Vital Remnant (tier 6)
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20 |
Roll on Table 3
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### |
Or here. Move along.
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Table 3: Remnant(s) Found
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1 - 5 |
3 Bright Remnants (tier 3)
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6 - 8 |
3 Intense Remnants (tier 4)
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9 - 11 |
3 Blazing Remnants (tier 5)
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12 - 14 |
3 Vital Remnants (tier 6)
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15 - 17 |
1 Prime Remnant (tier 7)
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18 - 19 |
1 Mythic Remnant (tier 8)
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20 |
1 Empyrean Remnant (tier 9)
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