Lizardfolk Blood Savage: Difference between revisions

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m (Text replacement - " <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-3-Concentration" to " <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-3-Actio...)
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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 3
| Max-CR = 11


| 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 | 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 purchase another day from the gods of darkness.
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 prideful, and 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.
 
: 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.
 
: 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 prideful, and 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, and metals are highly prized. Skilled blacksmiths capable of working these metals are treated like nobility in the tribes.
Most lizardfolk weapons and armor are made from natural materials, such as bone and leather, and metals are highly prized. Skilled blacksmiths capable of working these metals are treated like nobility in the tribes.
   }}</onlyinclude>
   }}</onlyinclude>


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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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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Action-Required =  
| Ability-1-Action-Required = Automatic
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- 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.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Action-Required =  
| Ability-2-Action-Required = Automatic
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- 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.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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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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| Ability-4-Type =  
| Ability-4-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-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.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
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| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-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.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
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| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-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.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
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| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-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.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
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| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-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.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
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| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-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.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
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| Role-Only--Replace-Rez-Power--Type =  
| Role-Only--Replace-Rez-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-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-Rez-Power--Concentration =  
| Role-Only--Replace-Rez-Power--Concentration =  
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| Role-Only--Add-Killer-Power--Type =  
| Role-Only--Add-Killer-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-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--Add-Killer-Power--Concentration =  
| Role-Only--Add-Killer-Power--Concentration =  
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| Role-Only--Replace-Leader-Power--Type =  
| Role-Only--Replace-Leader-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-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-Leader-Power--Concentration =  
| Role-Only--Replace-Leader-Power--Concentration =  
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| Role-Only--Replace-Legend-Power--Type =  
| Role-Only--Replace-Legend-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-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-Legend-Power--Concentration =  
| Role-Only--Replace-Legend-Power--Concentration =  
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| Role-Only--Replace-Minion-Power--Type =  
| Role-Only--Replace-Minion-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-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-Minion-Power--Concentration =  
| Role-Only--Replace-Minion-Power--Concentration =  
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| Role-Only--Replace-Shooter-Power--Type =  
| Role-Only--Replace-Shooter-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-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-Shooter-Power--Concentration =  
| Role-Only--Replace-Shooter-Power--Concentration =  
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| Role-Only--Add-Skirmisher-Power--Type =  
| Role-Only--Add-Skirmisher-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-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--Add-Skirmisher-Power--Concentration =  
| Role-Only--Add-Skirmisher-Power--Concentration =  
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| Role-Only--Replace-Sneak-Power--Type =  
| Role-Only--Replace-Sneak-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-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-Sneak-Power--Concentration =  
| Role-Only--Replace-Sneak-Power--Concentration =  
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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
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| Role-Only--Replace-Swarm-Power--Concentration =
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        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


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| CombatTactics = 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 creep close to be in melee range, emerge from hiding, announce themselves, and then attack.  This means that if they gain a surprise round, they will not use it.
| CombatTactics = 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 creep close to be in melee range, emerge from hiding, announce themselves, and then attack.  This means that if they gain a surprise round, they will not use it.


:In combat lizardfolk will attempt to sneak up and then 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.
In combat lizardfolk will attempt to sneak up and then 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.
 
 


<!--  OUT OF COMBAT    -->


| 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.


<!--  OUT OF COMBAT  -->
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.


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





Latest revision as of 01:34, 28 June 2023

Lizardfolk Blood Savage (CR 6)

Lawful Evil - Medium - Humanoid (Lizardfolk)
Lore: Know (Local)
12 27
Basic DC Full DC
Initiative
Initiative Icon 2.png
13
Perception:
20 +10
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
22
Man Def
Shield Icon 3.png
23
Monster Health
81 40 9
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +4
Refl: +9
Will: +4

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+10
Sword Icon 3.png
Man Off
+10
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Wicked Terbutje +10 (1d8+6/19-20 x2)
    as hacking (physical, uncommon)
    plus Terrible Wounds and Blue Darter Poison

Full Attack (Melee):

  • 3x Wicked Terbutje +10 (1d8+6/19-20 x2)
    as hacking (physical, uncommon)
    plus Terrible Wounds and Blue Darter Poison

Standard Attack (Ranged):

  • 1x Feathered Blowgun +10 (1d8+6/19-20 x2)
    as piercing (physical, common)
    (Increment: 40 ft.; Max Range: 200 ft.)
    plus Blue Darter Poison

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

15
STR
17
DEX
15
CON
11
INT
13
WIS
13
CHA

Skills:

Languages: Myerl

Feats:

Special Abilities

Terrible Wounds (Ex) Automatic

Any creature struck by the Lizardfolk's terbutje gains a Ruptured condition, which deals 1 point of damage at the beginning of that creature's turn, each turn until they are healed. Like all Ruptures, this stacks with itself until healed or death occurs.

Blue Darter Poison (Ex, Poison) Automatic

The first time in an encounter that a lizardfolk successfully strikes an enemy with either its terbutje or with a dart from its feathered blowgun, that creature may also be affected by poison:

Blue Darter Poison    (Injury vector; Poisoned intensity)
Save: Fort DC 18;     Frequency: 1/round for 3 rounds
Effect: 1d3 DEX damage and 1d8+6 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 Savage

Lizardfolk Blood Savage

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.

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 prideful, and 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, and metals are highly prized. Skilled blacksmiths capable of working these metals are treated like nobility in the tribes.

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 creep close to be in melee range, emerge from hiding, announce themselves, and then attack. This means that if they gain a surprise round, they will not use it.

In combat lizardfolk will attempt to sneak up and then 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.

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'.

Rewards

XP: 2,400

Treasure: Sellable Goods worth 2,125 gp.

Weight: 60 lbs.     Volume: 2.4 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)