Lizardfolk Blood Savage

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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
22
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 Terbutje +10 (1d8+6/19-20 x2)
    as undefined damage type
    plus Terrible Wounds

Full Attack (Melee):

  • 3x Terbutje +10 (1d8+6/19-20 x2)
    as undefined damage type
    plus Terrible Wounds

Standard Attack (Ranged):

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)

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 (Poison)

The first time a lizardfolk successfully strikes an enemy with his terbutje in an encounter, the creature is afflicted with Blue Darter Poison. This ability may only be used once per encounter and only on the first successful attack.

Blue Darter Poison - Injury; save Fort DC ; frequency 1/round for 2 rounds; effect: target is Flat-Footed and suffers 1d6 of subdual damage which bypasses DR; cure 1 save. The save DC is Constitution-based.
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.

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.
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 proud, and are 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, but metals are highly prized, and blacksmiths 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

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)