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Terror Lizardfolk Ranger 3


Terror Lizardfolk Ranger 3 CR 4

XP 1,200
Male terror lizardfolk ranger 3
NE Medium humanoid (reptilian)
Init +2 (+4 swamp); Senses darkvision 60 ft.; Perception +7 (+9 swamp)
Aura fear (20 ft., DC 12)

DEFENSE

AC 19, touch 12, flat-footed 17 (+1 armor, +2 Dex, +5 natural, +1 shield)
hp 40 (5 HD; 2d8+3d10+15)
Fort +9, Ref +5, Will +1
Defensive Abilities negative energy absorption; Immune fear effects, poison

OFFENSE

Speed 30 ft., swim 15 ft.
Melee mwk morningstar +7 (1d8+2 plus poison) or mwk morningstar +3 (1d8+2 plus poison), mwk morningstar +3 (1d8+1 plus poison), bite +6 (1d4+2)
Ranged javelin +6 (1d6+2)
Special Attacks favored enemy (human +2)

STATISTICS

Str 15, Dex 15, Con 17, Int 7, Wis 10, Cha 12
Base Atk +4; CMB +6; CMD 18
Feats Endurance, Multiattack, Quick Draw, Two-Weapon Defense, Two-Weapon Fighting
Skills Acrobatics +10, Knowledge (nature) +5, Perception +7 (+9 swamp), Stealth +9 (+11 swamp), Swim +14; Racial Modifiers +4 Acrobatics
Languages Draconic
SQ favored terrain (swamp +2), hold breath, track +1, wild empathy +4
Combat Gear waters of the Whispering River (5 doses; Other Gear bracers of armor +1, javelins (3), masterwork morningstars (2), 31 gp

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.