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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.