18.23 Lizardfolk
Lizardfolk Lore
Local DV 6: Lizardfolk are Medium bipedal creatures covered in reptilian scales. They are slightly taller and bulkier than humans, typically standing 6 to 7 feet tall and weighing up to 250 pounds. Their tail resembles that of a crocodile, and is typically 3 to 4 feet long. Their scales are typically green, gray, or brown. In battle, they typically fight as unorganized individuals.
Local DV 11: Lizardfolk use their tail for balance on land and to accelerate their swimming while in water. They prefer direct charges and massed rushes in battle, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If lizardfolk are outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.
HP 20 IP 13
Defenses Armor 9 Brawn 6 Fort 8 Ment 5 Ref 5
Movement 30 ft.; Land (normal) Swim (normal) Swim +6
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Attributes 2, 2, 4, -1, 1, 0 | Alignment Neutral |
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Accuracy +2; Brawling +2 | Power 3; 1 ✨ |
Equipment Scale, standard shield, spear
Traits Amphibious Humanoid
Lizardfolk Grunt Abilities
| Bloodletter |
Standard action |
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The lizardfolk grunt makes a +2 melee strike vs. Armor with its bite.
Hit: 1d8+3 damage.
Injury: The target bleeds. A bleeding creature takes 1 damage during its next action.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Spear | Standard action |
Tags: Thrown (30/60)
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The lizardfolk grunt makes a +2 strike vs. Armor with its spear.
Hit: 1d6+1 damage.
HP 34 IP 20
Defenses Armor 10 Brawn 7 Fort 9 Ment 6 Ref 6
Movement 30 ft.; Land (normal) Swim (normal) Swim +8
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Attributes 3, 3, 5, 0, 1, 1 | Alignment Neutral |
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Accuracy +3; Brawling +4 | Power 5; 3 ✨ |
Equipment Scale, standard shield, spear
Traits Amphibious Humanoid
Lizardfolk Champion Abilities
| Bloodletter |
Standard action |
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The lizardfolk champion makes a +4 melee strike vs. Armor with its bite.
Hit: 1d8+5 damage.
Injury: The target bleeds. A bleeding creature takes 2 damage during its next action.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Redeeming Followup | Standard action |
Tags: Thrown (30/60)
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The lizardfolk champion makes a +4 strike vs. Armor with its spear. The lizardfolk champion gains a +2 accuracy bonus with the strike against all creatures that it missed with a strike last round.
Hit: 1d6+2 damage.
| Spear | Standard action |
Tags: Thrown (30/60)
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The lizardfolk champion makes a +4 strike vs. Armor with its spear.
Hit: 1d6+2 damage.