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    Whisperscale Hunter (Terror Lizardfolk)


    Whisperscale Hunter CR 1

    XP 400
    Terror lizardfolk
    NE Medium humanoid (reptilian)
    Init +0; Senses darkvision 60 ft.; Perception +1
    Aura fear (20 ft., DC 11)

    DEFENSE

    AC 17, touch 10, flat-footed 17 (+5 natural, +2 shield)
    hp 11 each (2d8+2)
    Fort +4, Ref +0, Will +0
    Defensive Abilities negative energy absorption; Immune fear effects, poison

    OFFENSE

    Speed 30 ft., swim 15 ft.
    Melee morningstar +2 (1d8+1 plus poison), claw +0 (1d4), bite +0 (1d4)
    Ranged javelin +1 (1d6+1 plus poison)

    STATISTICS

    Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
    Base Atk +1; CMB +2; CMD 12
    Feats Multiattack
    Skills Acrobatics +2, Perception +1, Swim +10; Racial Modifiers +4 Acrobatics
    Languages Draconic
    SQ hold breath
    Combat Gear waters of the Whispering River (4 doses); Other Gear heavy wooden shield, morningstar, javelins (3)

    SPECIAL ABILITIES

    Hold Breath (Ex)

    A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.

    Negative Energy Absorption (Su)

    Terror creatures heal 1 hit point of damage for every 3 points of damage that negative energy attacks would otherwise deal. They get no saving throw against negative energy attacks.

    Image used by permission of Purple Duck Games.