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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.