Lizardfolk Defender
Creature 1 — humanoid, lizardfolk
AnvilLANDAQUATIChumanoidlizardfolk
A lizardfolk defender serves as a protector of the young, guardian of the settlement, and when no other options are available, a soldier in times of war. They eagerly rise to the defense of their kin but do not revel in battle. An iruxi defender would rather turn back intruders and allow them to flee with the knowledge they were beaten, in hopes that such word prevents further invasions, but they are not naive. Iruxis understand the need for revenge, and when they allow a foe to escape, they do
Source: pathfinder-monster-core
Perception +7
Languages draconic, iruxi, common
Skills acrobatics +5, athletics +6, stealth +5
Str
+3
Dex
+2
Con
+3
Int
-1
Wis
+2
Cha
+0
Items Flail, Javelin (3), Wooden Shield
AC 16 ((18 with shield raised))
Fort +8
Ref +7
Will +5
HP 21
Speed 25 feet, swim 15 feet
Offense
Melee Flail (disarm, sweep, trip) +8, Damage 1d6+3 bludgeoning
Melee Jaws (unarmed) +8, Damage 1d6+3 piercing
Melee Tail (agile) +8, Damage 1d4+3 bludgeoning
Ranged Javelin (thrown-30) +7, Damage 1d6+3 piercing
Abilities
Reactive Strike —
Shield Block —
Deep Breath — A lizardfolk defender can hold their breath for 15 minutes.
Terrain Advantage — Non-lizardfolk creatures that are in difficult terrain or are in water and lack a swim Speed are Off-Guard to the lizardfolk defender.
WORKS WELL WITH
SnareLAND / AQUATICA controller that creates difficult terrain compounds the Off-Guard penalty this defender already inflicts there.
SniperLAND / AQUATICA ranged striker can deal damage safely while the defender absorbs Strikes with Shield Block and Reactive Strike.
FlankerLAND / AQUATICA mobile skirmisher can exploit the Off-Guard condition the defender's terrain advantage creates.
PUNISHES
✖ melee reliance in difficult terrain✖ standing still✖ lack of swim speed
Loses its terrain edge outside difficult terrain or water; plan encounters around that condition.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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