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 (Action) ♦ 2d10 + 2 ♦ Signature

Keywords Melee, Strike, Weapon
Distance Melee 1 Target 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 (Action) ♦ 2d10 + 2 ♦ Signature

Keywords Ranged, Weapon
Distance Ranged 5 Target 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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