The D&D 3.5 Monster Manual III saw the coming of the Blackscale Lizardfolk and the Poison Dusk Lizardfolk. One of them is big and smashy, the other is small and sneaky. I gather that they're both relatively prominent in the Eberron setting, which I don't know a lot about. I will say, though, that from what I have seen & heard, Eberron is pretty awesome. It seems I missed a few awesome things when I took a little hiatus from playing D&D.
Note: both pictures below are from the Monster Manual III.
Lizardfolk,
Blackscale
Large humanoid (lizardfolk), neutral
Armor Class
14 (natural armor)
Hit Points
59 (7d10+21)
Speed 40
ft., swim 30 ft.
Str Dex Con Int Wis Cha
19 (+4) 10 (+0) 16
(+3) 7 (-2) 12 (+1) 7 (-2)
Skills Perception +3, Stealth +2, Survival
+5
Damage Resistances acid
Senses passive Perception 13
Languages Draconic
Challenge 3
Hold Breath. The blackscale lizardfolk can hold
its breath for 15 minutes.
Actions
Multiattack. The blackscale lizardfolk makes two attacks,
each one with a different weapon.
Bite. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
Greatclub. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to
hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing
damage.
Like the
common lizardfolk, blackscale lizardfolk are primitive reptilian humanoids that
lurk in the world’s swamps and jungles. Their lairs are typically very similar
to the common lizardfolk’s lairs: hut villages in grottos, marshy ruins, and
watery caverns.
Blackscale
lizardfolk are usually around 9 feet tall, with black scales. A leathery crest
runs from the top of its head to about mid-back, and its deep-socketed eyes and
flat nasal openings give its face an appearance similar to a skull.
These
creatures are every bit as territorial and xenophobic as their smaller kin.
They tend to be more straightforward combatants, finding tricks and traps tools
for lesser lizardfolk. Blackscale lizardfolk are overly concerned with showing
their battle prowess, and will fight as an unruly mob if left to their own
devices. It takes a strong hand to get them organized for any length of time.
Lizardfolk,
Poison Dusk
Small humanoid (lizardfolk), neutral
Armor Class
14 (natural armor)
Hit Points
13 (3d6+3)
Speed 25
ft., swim 25 ft.
Str Dex Con Int Wis Cha
12 (+1) 15 (+2) 12
(+1) 8 (-1) 12 (+1) 7 (-2)
Skills Perception +3, Stealth +6, Survival
+5
Senses passive Perception 13
Languages Draconic
Challenge 1/2
Chameleon Skin. The poison dusk lizardfolk have
advantage on Dexterity (Stealth) checks.
Hold Breath. The poison dusk lizardfolk can hold
its breath for 15 minutes.
Poison Use. The poison dusk lizardfolk
frequently makes use of poison, and it is considered proficient with the
Poisoner’s Kit.
Actions
Multiattack. The poison dusk lizardfolk makes two
attacks, each one with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit,
range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage, and the target
must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a
failed save, half as much on a successful one.
Net. Ranged Weapon Attack: +4 to hit,
range 5/15 ft., one target. Hit: Special: target creature of Large size or
smaller is restrained until it is freed. A creature can use its action to make
a DC 10 Strength check, freeing itself on a success. Dealing 5 points of
slashing damage to the net (AC 10) also frees the creature without harming it,
ending the effect and destroying the net.
Scimitar. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 5 (1d6+2) slashing damage.
The poison
dusk lizardfolk, standing between 3 & 4 feet tall, are considerably smaller
than their other lizardfolk kin, but they are no less dangerous when provoked.
A poison dusk lizardfolk’s scales can shift in color, which happens frequently to
reflect the lizardfolk’s mood. They are also able to use their ability to
change color to give them an advantage when hunting or in battle. Its eyes are
larger than other species, and its crest flattens or extends based on mood.
Poison dusk
lizardfolk are much more cunning than their larger kin, preferring to strike at
their foes through trickery rather than direct combat. They make frequent use
of traps and poison, and favor ambushes. One of their favorite tactics is to
entangle foes with nets, then have archers strike with poison arrows.
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