Lizardfolk Skyterror

Level 1 Platoon Harrier
Humanoid, Lizardfolk EV 6
Stamina 30
Speed 7 (swim) Size 1S / Stability 0
Free Strike 3

Might

1

Agility

2

Reason

0

Intuition

0

Presence

1

Glaive Rush 2d10 + 2

Melee, Strike, Weapon Signature Action
Melee 1 1 creature or object
≤11: 5 damage 12—16: 7 damage 17+: 9 damage;
prone
Effect:

The skyterror can shift 4 after using this ability if they are flying.

Poison Blowdart 2d10 + 2

Ranged, Weapon Action
Ranged 5 1 creature or object
≤11: 3 damage;
M<0 weakened (save ends)
12—16: 5 damage;
M<1 weakened (save ends)
17+: 7 damage;
M<2 weakened (save ends)
Effect:

A creature that ends their turn adjacent to a creature or object weakened by this ability is weakened (EoT).

Glider

The skyterror adds the flying keyword to their movement until the end of their next turn whenever they move at least 2 squares along the ground or fall at least 2 squares.

Reptilian Escape

While the skyterror still has a tail, whenever the skyterror is grabbed, slowed, weakened, or knocked prone, the skyterror can lose their tail to immediately end the effect and shift 2.

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  1. Lizardfolk Malice


    1. Iron Jaws

      3 Malice
      1. Area, Weapon Maneuver
        1 cube within 3
        Special
      2. Effect

        A lizardfolk acting this turn drops a net trap on a square during their movement. The first time an enemy steps into an affected square, they make an Agility test. If the creature was unaware of the net, they make the roll with a bane.

      3. ≤11: Restrained (save ends) 12—16: Restrained (EoT) 17+: no effect
      4. Effect

        A creature can use a maneuver to free an adjacent creature restrained by the trap.

    2. Water Pit

      5 Malice
      1. A lizardfolk acting this turn unearths a 2 × 2 pit in the ground that fills up with water. A lizardfolk that exits the pit gains 10 temporary Stamina, regrows their tail, and ends one save ends effect affecting them.

        A creature with the Nature skill or the ability to burrow can make a hard Might or Reason test when adjacent to a pit to drain it. Success empties the pit of water. Failure with a consequence causes the creature to fall into the pit prone.

    3. Flood the Shores

      10 Malice
      1. Waist-high water floods the entire battlemap. All lizardfolk submerged in water have their speed doubled while swimming and have an edge on their abilities. The water drains at the end of the round if there are no open water pits on the encounter map.

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