Lizardfolk Skyterror
Level 1 Platoon HarrierMight
1Agility
2Reason
0Intuition
0Presence
1Glaive Rush 2d10 + 2
prone
The skyterror can shift 4 after using this ability if they are flying.
Poison Blowdart 2d10 + 2
M<0 weakened (save ends) 12—16: 5 damage;
M<1 weakened (save ends) 17+: 7 damage;
M<2 weakened (save ends)
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.