Lizardfolk Shellguard

Level 1 Minion Defender
Humanoid, Lizardfolk EV 6
Stamina 6
Speed 5 (swim) Size 1L / Stability 1
With Captain 2 temporary Stamina Free Strike 1

Might

2

Agility

1

Reason

0

Intuition

0

Presence

0

Shield Smash 2d10 + 2

Melee, Strike, Weapon Signature Action
Melee 1 1 creature or object per minion
≤11: 1 damage 12—16: 2 damage 17+: 3 damage
Effect:

The target has a bane on their next strike.

Reptilian Escape

While the shellguard still has a tail, whenever the shellguard is grabbed, slowed, weakened, or knocked prone, the shellguard 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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