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Lizardfolk Scout

Iruxi scouts are the lizardfolk most often encountered by adventurers, for these 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 the 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.

Recall Knowledge (Society): DC 15

Lizardfolk ScoutCreature 1

NMediumHumanoidLizardfolk
Source Bestiary pg. 231
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 (10 darts, 1 of which is coated with giant centipede venom)
AC 17, Fort +6, Ref +8, Will +6
HP 17
Speed 25 feet, swim 20 feet
Melee Single ActionSingle Action jaws +7, Damage 1d6+2 piercingMelee Single ActionSingle Action tail +8 (agile, finesse), Damage 1d4+2 bludgeoningRanged Single ActionSingle Action blowgun +8 (agile, nonlethal, range increment 20 feet, reload 1), Damage 1 piercing plus giant centipede venomDeep Breath A lizardfolk scout can hold their breath for 150 rounds (15 minutes).Giant Centipede Venom (poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round); Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)Hidden Movement If the lizardfolk scout starts its turn undetected by a creature or hidden from it, that creature is flat-footed against the scout’s attacks until the end of the scout's turn.Sneak Attack The lizardfolk scout deals an extra 1d6 precision damage to flat-footed creatures.Terrain Advantage Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are flat-footed to the lizardfolk scout.

All Monsters in "Lizardfolk"

NameLevel
Lizardfolk Defender1
Lizardfolk Scout1
Lizardfolk Stargazer2

Lizardfolk

Source Bestiary pg. 230
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 and privacy—if younger ancestries like humanity aren’t interested in learning from lizardfolk empires dating back to before the rst human knocked two rocks together to make their first campfire, that’s fine with them.

The word “lizardfolk” is an excellent example of humanity’s narrow-sighted view of this culture. The name of their people is “iruxi,” but these reptilian humanoids have patiently and good-naturedly accepted the name “lizardfolk” as a variant, and they generally resist urges to call humans and other mammalians similarly derivative names in return. Iruxis dwell and thrive in all tropical and temperate biomes, but they are most at home in swamplands, coastal regions, and riverlands, for they are talented swimmers, and fish and aquatic plants make up a large part of their preferred diets.

Lizardfolk Relations

Though most are neutral in alignment, 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. However, most are eager to learn from visitors, trade stories and equipment, and forge alliances.

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.