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Lizardfolk Warrior

Creature 2 (uncommon) — humanoid, lizardfolk

Pre-Remaster content. May include legacy alignment.

When human scholars speak of ancient civilizations, they usually turn their focus to themselves, researching and lecturing on the first human empires. When they drift to others, they invariably look to cultures that had conflicts or alliances with ancient humanity. That the culture of the people called lizardfolk often gets ignored or forgotten even by well-meaning researchers is thus no surprise, but to the lizardfolk themselves it is no matter. They know their history and value its integrity a

Source: kingmaker-bestiary (Pre-Remaster)

Perception +7
Skills acrobatics +6, athletics +8, stealth +6, survival +7
Str
+4
Dex
+2
Con
+3
Int
+0
Wis
+1
Cha
+0
AC 17 Fort +9 Ref +8 Will +7
HP 36
Speed 25 feet, swim 20 feet

Offense

Melee Longspear +10, Damage 1d8+6 piercing
Melee Jaws +10, Damage 1d6+6 piercing
Melee Tail +10, Damage 1d4+6 bludgeoning
Ranged Javelin +8, Damage 1d6+4 piercing

Abilities

Attack of Opportunity — Attack Of Opportunity
Deep Breath — A lizardfolk warrior can hold their breath for 180 rounds (18 minutes).
Sudden Charge — With a quick sprint, the lizardfolk warrior dashes up to their foe and swings. They Stride or Swim twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.
Terrain Advantage — Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are Off-Guard to the lizardfolk scout.

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