Lizardfolk Coldblood

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Lizardfolk Coldblood (CR 8)

Lawful Evil - Medium - Humanoid (Lizardfolk)
Lore: Know (Local)
16 31
Basic DC Full DC
Initiative
Initiative Icon 2.png
14
Perception:
23 +13
Passive Active
Ambush:
8+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
23
Man Def
Shield Icon 3.png
25
Monster Health
146 73 13
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +6
Refl: +11
Will: +5

Strong Against:

  • +4 to saves vs. Poisons
Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+13
Sword Icon 3.png
Man Off
+13
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Terbutje +13 (2d8+6/19-20 x2)
    as hacking (physical, uncommon)
    plus Sneak Attack

Full Attack (Melee):

  • 3x Terbutje +13 (2d8+6/19-20 x2)
    as hacking (physical, uncommon)
    plus Sneak Attack

Standard Attack (Ranged):

  • 1x Hurled Spear +13 (2d8+6/19-20 x2)
    as piercing (physical, common)
    (Increment: 40 ft.; Max Range: 200 ft.)

Full Attack (Ranged):

  • 2x Hurled Spear +13 (2d8+6/19-20 x2)
    as piercing (physical, common)
    (Increment: 40 ft.; Max Range: 200 ft.)

Siege Damage: Not siege capable

Statistics

16
STR
18
DEX
16
CON
12
INT
11
WIS
9
CHA

Skills:

Languages: Myerl

Feats:

  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

Special Abilities

Sneak Attack (Ex) Automatic

Any time the Coldblood attacks an opponent who is either flat-footed or flanked, either from melee or ranged, he may apply +2d6+4 sneak attack damage to the target, of the same damage type as the attack which delivers it (probably the Terbutje, which does hacking (physical, uncommon) damage).

Poison (Ex) Automatic after successful attack, 1/Rnd

The first time each round a Lizardfolk Coldblood successfully strikes an enemy with its terbutje, the enemy creature is afflicted with Blue Darter Poison. This ability may only be used once per round and only on the first successful attack.

Blue Darter Poison    (Injury vector; Poisoned intensity)
Save: Fort DC 19;     Frequency: 1/round for 3 rounds
Effect: 1d3 DEX damage and 2d8+6 points of 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 Coldblood

Lizardfolk Coldblood

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.

The Lizardfolk Coldbloods are a sacred order of assassins committed to the will of the sun gods. Where the Blood Savages are hunters and gatherers, and the Acolytes are leaders and politicians, the Coldbloods serve as a kind of murderous inquisition, seeking out corruption and weakness and excising it without qualm. The Coldbloods are not specifically above the Blood Acolytes, politically, but rather apart from them. They have their own leadership and their own laws which they enforce mercilessly. Given sufficient evidence, no member of the Lizardfolk society is safe from judgement; even the occasional high priest of the Blood Acolytes has been executed for corruption by the Coldbloods at various points in the Lizardfolk histories.

Combat Tactics

Unlike their Blood Savage cousins, the Coldbloods have a different code of honor which is perfectly comfortable with surprise attacks, ruthless murder and even torture (when the victim has information that might help root out more important corruption; curiously, torture is considered dishonorable among the Lizardfolk and is used even by the Coldbloods only when necessary).

In combat, the Coldbloods will close to melee quickly, using their Mobility to avoid attacks of opportunity. They will use their blue darter poison early and often to render an opponent flat-footed and make as much use of their bonus sneak attack damage as they can manage. A pair of Coldbloods will almost always attempt to flank tough opponents, to activate the sneak attack damage even on foes that resist their poison.

Another common tactic of the Coldbloods is to hold half their forces in reserve. This allows them to take advantage of flanking maneuvers, and to spread out the poison applications across more of the fight. By entering on the second round, the second team can provide flanks for the first, allowing them additional uses of sneak attack, while simultaneously trying to re-apply poison to those who have already shaken off the effects of the first team's poison attacks.

Coldbloods are merciless, relentless, and will never run away from a fight (doing so would almost certainly mean they themselves would be killed for having weak blood that would corrupt the tribe.)

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: 4,800

Treasure: Sellable Goods worth 3,875 gp.

Weight: 80 lbs.     Volume: 3.2 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)