Lizardfolk Scout
Creature 1 — humanoid, lizardfolk
FlankerShadeLANDAQUATIChumanoidlizardfolkpoison
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
Languages common, draconic, iruxi
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
Items Blowgun
AC 17
Fort +6
Ref +8
Will +6
HP 17
Speed 25 feet, swim 20 feet
Offense
Melee Jaws (unarmed) +7, Damage 1d6+2 piercing
Melee Tail (agile, finesse) +8, Damage 1d4+2 bludgeoning
Ranged Blowgun (agile, nonlethal, reload-1) +8, range increment 20 feet, Damage 1 piercing plus Giant Centipede Venom
Poison can be used only once
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)
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.
WORKS WELL WITH
AnvilLAND / AQUATICA frontline tank holds attention while the scout strikes from hiding for extra precision damage.
SnareLAND / AQUATICA controller that slows or traps foes gives the scout more chances to start its turn Hidden.
WeaverLAND / AQUATICA caster's debuffs create more Off-Guard openings for the scout's Sneak Attack.
PUNISHES
✖ low Perception✖ difficult terrain avoidance✖ isolated positioning
Loses its terrain and swim advantages when the fight stays entirely on open dry ground.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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