Showing0entries
Sorted A-Z
Monsters

Lizardfolk Scout

AC 17

commonHumanoidLizardfolk
Lvl 1HumanoidLizardfolk
AC
17
HP
17
Perc
+8
Fort
+6
Ref
+8
Will
+6
STR
+2
DEX
+3
CON
+1
INT
-1
WIS
+3
CHA
+1
Speed25 ft, swim 20 ft
Actions
  • jaws +7 1d6+2 piercing
  • tail +8 1d4+2 bludgeoning
  • blowgun +8 20 ft
AC
17
HP
17
STR
+2
DEX
+3
CON
+1
INT
-1
WIS
+3
CHA
+1

AC 17

Fort +6

Ref +8

Will +6

HP 17

Speed 25 feet, swim 20 feet

Melee

[Single Action]

jaws +7,

Damage 1d6+2 piercing

Melee

[Single Action]

tail +8 (Agile, Finesse),

Damage 1d4+2 bludgeoning

Ranged

[Single Action]

blowgun +8 (Agile, Nonlethal, range increment 20 feet, reload 1),

Damage 1 piercing plus giant centipede venom

Deep Breath A lizardfolk scout can hold their breath for 150 rounds (15 minutes).

Hidden Movement If the lizardfolk scout starts its turn undetected by a creature or hidden from it, that creature is flat-footed against the scout’s attacks until the end of the scout's turn.