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Ravenile

Raveniles are rare mutant lizardfolk who exhibit monstrous strength and regenerative capabilities. Almost twice as large as typical iruxis, raveniles have a more ferocious set of jaws and deadly claws. A ravenile's tail is much shorter than that of lizardfolk, however, lacking the heft to make it an effective natural weapon. Raveniles are as intelligent as their iruxi cousins, though many assume they are mindless brutes from their bestial appearance.

Raveniles hatch from eggs fertilized not by other iruxis, but by predatory extraplanar scavengers. Many lizardfolk tell stories—some true, some merely myth—of these scavengers to reinforce cultural taboos against leaving eggs undefended. At birth, raveniles look like other iruxi children, though perhaps they exhibit small hints of what they will become: a stubbier tail, wider feet, or a single tusk-like tooth. As raveniles age, they develop an increased appetite and metabolism. During one painful week at the cusp of maturity, raveniles experience an agonizing growth spurt. They shed their skin at least twice a day, their muscle mass increases exponentially, and their bones crack and reset. During this transformation, raveniles experience immense pain and exhibit reflexive violence. When the transformation is complete, the ravenile regains their wits, but by then, they've usually caused irreparable harm. Few lizardfolk communities welcome raveniles after their transformation, and some settlements suffer so much damage that they must be abandoned entirely.

Elite | Normal | Weak
Proficiency without Level

RavenileCreature 14

Legacy Content

Rare NE Large Humanoid Lizardfolk 
Source Pathfinder #159: All or Nothing pg. 84
Recall Knowledge DC 37 (includes +5 from Rare) • Humanoid (Society)
Perception +11
Languages Common, Draconic, Iruxi
Skills Acrobatics +11, Athletics +14, Intimidation +14, Nature +9, Survival +9
Str +8, Dex +4, Con +5, Int -1, Wis +1, Cha +0
Deep Breath A ravenile can hold their breath for 20 minutes.
Items +1 resilient studded leather armor
AC 10; Fort +15, Ref +12, Will +9
HP 306, Regeneration 20 (deactivated by fire or acid); Weaknesses fire 10
Attack of Opportunity [reaction]
Speed 20 feet, swim 10 feet
Melee [one-action] jaws +15 [+10/+5] (reach 10 feet), Damage 3d10+12 piercingMelee [one-action] claw +15 [+11/+7] (agile, reach 10 feet), Damage 3d8+8 slashingForced Regeneration [one-action] (concentrate) Requirements The ravenile's regeneration is currently active; Effect The ravenile regains 20 HP.Furious Wallop [two-actions] Requirements The ravenile's regeneration is currently deactivated; Effect The ravenile makes a melee Strike. This counts as two attacks for the ravenile's multiple attack penalty. If this Strike hits, the ravenile deals an extra die of weapon damage and the target falls prone.Rend [one-action] claw

All Monsters in "Lizardfolk"

NameLevel
Iruxi Masked Mummer9
Lizardfolk Defender1
Lizardfolk Scout1
Lizardfolk Stargazer2
Ravenile14
Terwa Chosen8
Terwa Prodigy6
Terwa Star Reader7
Tidewater Guard4

Lizardfolk

Source Monster Core pg. 226
Capable and adaptable predators, the reptilian beings known as lizardfolk are heirs to truly ancient civilizations. Their oral traditions cover thousands of years, and they revere the bones of their ancestors. Fossilized lizardfolk are even built into the walls of lizardfolk's stone and glass cities, to allow these predecessors to watch over their kin. Lizardfolk likewise have longstanding traditions of religious worship and astrology, with eyes on the past, the future, and the stars whenever they make a large decision. Their long history has taught them to be patient in all things, though this has seen them losing ground to hastier peoples in modern times.

Lizardfolk refer to themselves as “iruxi,” though they have taken their common moniker among other peoples in stride. Most of their settlements are entirely communal, with hatchlings raised by anyone with the time and temperament for such a role. Iruxis dwell and thrive in all tropical and temperate biomes, but they are most at home in swamplands, coastal regions, and river lands. They are talented swimmers, and many of their major cities are partially submerged to take advantage of this fact, causing them to often be overlooked by others. Fish and aquatic plants make up a large part of their preferred diets.

Sidebar - Additional Lore Lizardfolk Relations

The typical iruxi's pride in their traditions, suspicion of others, and need to protect their kin can make them seem standoffish or even aggressive when encountered. Lizardfolk also do not emote in ways that many peoples can understand, making them easily misunderstood. However, most are eager to learn from visitors, trade stories and equipment, and forge alliances.

Sidebar - Additional Lore Lizardfolk Society

Iruxis are, as a general rule, quite religious. Those who venerate deities typically look to Gozreh, but some of them find the teachings of Desna to be compelling. Most iruxis, though, instead follow druidic traditions, ancestor worship, and astrological philosophies in particular.

Sidebar - Additional Lore Other Divinations

Though stargazing is their primary means of divination, iruxis do not rely solely on the stars for guidance. Desert iruxi clans have potent rhabdomancers who douse for water with the wishbones of predatory birds. Subterranean iruxi clans read entrails, consuming the sacrificial animals raw afterwards—a practice that has fueled adventurers' overwrought tales of caverns full of cannibal lizardfolk. Urban iruxis compensate for polluted city skies by rolling bone dice marked with star pips and the changing phases of the moon.

Shelyn's Corner

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