Lizardfolk Blood Acolyte: Difference between revisions

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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 4
| Max-CR = 15


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| 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.
| 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 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.
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.
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
| Type | Humanoid
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Lizardfolk
| Subtype | Lizardfolk
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- 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 role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- 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) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- 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 role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- 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) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| Ability-1-Description = 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 {{dmg|piercing}} damage as above and the target must make a Fort save against a DC {{Save-DC}}, or the target also loses {{Ability-Dmg}} CON as [[Ability Damage]].  If the victim is reduced to 1 CON, his still-beating heart is ripped from his chest, and he dies.
| Ability-1-Description = 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 {{dmg|piercing}} damage as above and the target must make a Fort save against a DC {{Save-DC}}, or the target also loses {{Ability-Dmg}} 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.
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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| Ability-2-Description = 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 {{Save-DC}} Fortitude save or take {{Special-Standard-Dmg}} points of {{dmg|negative}} 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.   
| Ability-2-Description = 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 {{Save-DC}} Fortitude save or take {{Special-Standard-Dmg}} points of {{dmg|negative}} 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.
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.
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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| Frequency =  
| Frequency =  
| Effect = {{Ability-Dmg}} [[Ability Damage|DEX damage]] and {{Special-Standard-Dmg}} {{dmg|poison}} damage per interval, and target is [[Flat-Footed]]
| Effect = {{Ability-Dmg}} [[Ability Damage|DEX damage]] and {{Special-Standard-Dmg}} {{dmg|poison}} damage per interval, and target is [[Flat-Footed]]
| Fruition = Victim becomes [[Wobbly]]; this cannot be cured normally
| Fruition = Victim becomes [[Wobbly]]; this cannot be cured by spending actions or making an Escape Artist check. Neutralize Poison affects this normally, or it expires at the end of a full night's rest.
| F-Duration = 1 day (full night's rest)
| F-Duration = 1 day (full night's rest)
}}
}}
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| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,405: Line 1,459:
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = [[Image:lizardfolk_city.jpg|384px|right|xx]]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.
| CombatTactics = [[Image:lizardfolk_city.jpg|400px|right|xx]]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    -->


:If they are engaged in melee, they will use Heart-Ripper on their attacker until someone can come to their aid.
| OutOfCombat = 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 purchase another day from the gods of darkness.


Lizardfolk cities are often 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.


<!--  OUT OF COMBAT  -->
All Lizardfolk feel an affinity with Drakes and Wyverns, and will often have them around as guard animals or huge scary 'pets'.


| OutOfCombat = 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. On top of these allies, all Lizardfolk feel an affinity with Drakes and Wyverns, and will often have them around as guard animals or huge scary 'pets'.
Thanks to their 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.





Latest revision as of 01:35, 28 June 2023

Lizardfolk Blood Acolyte (CR 7)

Lawful Evil - Medium - Humanoid (Lizardfolk)
Lore: Know (Local)
14 29
Basic DC Full DC
Initiative
Initiative Icon 2.png
11
Perception:
21 +11
Passive Active
Ambush:
8+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
20
Man Def
Shield Icon 3.png
21
Monster Health
103 51 11
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +4
Refl: +6
Will: +7

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+12
Sword Icon 3.png
Man Off
+9
Sword Icon 3.png
Action
0
Points

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

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

12
STR
13
DEX
12
CON
15
INT
21
WIS
16
CHA

Skills:

Languages: Myerl, Common

Feats:

Special Abilities

Heart-Ripper (Ex) Standard Action Touch Attack

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.

Boil Blood (Sp) Standard Action
  • 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.

Poisoned 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 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 by spending actions or making an Escape Artist check. Neutralize Poison affects this normally, or it expires at the end of a full night's rest.
Fruition Duration: 1 day (full night's rest)
Lizardfolk Blood Acolyte

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 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

xx
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

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 purchase another day from the gods of darkness.

Lizardfolk cities are often 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.

All Lizardfolk feel an affinity with Drakes and Wyverns, and will often have them around as guard animals or huge scary 'pets'.

Thanks to their 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
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)