Lizardfolk Blood Acolyte

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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:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
20
Man Def
Shield Icon 3.png
23
Monster Health
103 51 11
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +4
Refl: +6
Will: +6

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+12
Sword Icon 3.png
Man Off
+11
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Heart-Ripper +12 (2d10+7/x2)
    as undefined damage type
    no critsExpression error: Unexpected < operator.

Full Attack (Melee):

  • 1x Heart-Ripper +12 (2d10+7/x2)
    as undefined damage type
    no critsExpression error: Unexpected < operator.

Standard Attack (Ranged):

  • 1x Lizardfolk Blowgun +12 (0/x2)
    as undefined damage type
    (Increment: 30 ft.; Max Range: 300 ft.)
    Ignores 5 points of any type of DR plus Blue Darter Poison; also see "Boil Blood"

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)

As a standard action, the Blood Acolyte may make a touch attack against an adjacent enemy (see Hart-Ripper attack stats above). The effect is to magically plunge its hand into the chest of its victim. If the Acolyte hits, it deals damage as above and the target must make a Fort save against a DC , or the target also loses 1d4 CON as ability damage. 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: 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 Fortitude save or take 4d6 negative energy 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 has blood.
Blue Darter 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 ; 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.
Lizardfolk Blood Acolyte

Lizardfolk Blood Acolyte

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.

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.
xx

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
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)