Lizardfolk Scout
Creature 1 — humanoid, lizardfolk
Iruxi scouts are the lizardfolk most often encountered by adventurers, for these unsentimental explorers and hunters spend most of their lives on the move, constantly patrolling the territories held by their enclave. If intruders are driven off, it is the responsibility of iruxi scouts to track them, observe them, and learn their ways and weaknesses so as to report back to the community and aid in the defense against potential reprisals. Capable and adaptable predators, the reptilian beings kno
Source: pathfinder-monster-core
Perception +8
Skills acrobatics +6, athletics +5, diplomacy +4, nature +6, stealth +6, survival +8
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
Offense
Melee Jaws +7, Damage 1d6+2 piercing
Melee Tail +8, Damage 1d4+2 bludgeoning
Ranged Blowgun +8, Damage 1 piercing
Abilities
Deep Breath — A lizardfolk scout can hold their breath for 150 rounds (15 minutes).
Giant Centipede Venom (poison) — Saving Throw DC 14 Fortitude
Maximum Duration 6 rounds
Stage 1 1d4 poison damage (1 round)
Stage 2 1d4 poison damage and Off-Guard (1 round)
Stage 3 1d4 poison damage, Clumsy 1, and Fatigued (1 round)
Hidden Movement — If the lizardfolk scout starts its turn Hidden from or undetected by a creature, that creature is Off-Guard against the scout's attacks until the end of the turn.
Sneak Attack — The lizardfolk scout deals an extra 1d6 precision damage to Off-Guard creatures.
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.
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