Lizardfolk Deathrex

Level 1 Leader
Humanoid, Lizardfolk EV 12
Stamina 80
Speed 5 (climb, swim) Size 2 / Stability 2
Free Strike 4

Might

3

Agility

2

Reason

0

Intuition

1

Presence

2

Ripper Spear 2d10 + 3

Melee, Strike, Weapon Signature Action
Melee 3 Two creatures or objects
≤11: 7 damage;
pull 1;
A<1 bleeding (save ends)
12—16: 10 damage;
pull 1;
A<2 bleeding (save ends)
17+: 13 damage;
pull 2;
A<3 bleeding (save ends)
1 Malice:

One target that is adjacent to the deathrex is grabbed by the deathrex’s mouth.

Death Roll (3 Malice) 2d10 + 3

Melee, Strike, Weapon Action
Melee 1 1 grabbed creature or object
≤11: 8 damage;
M<1 dazed (save ends)
12—16: 12 damage;
M<2 dazed (save ends)
17+: 15 damage;
M<3 dazed (save ends)
Effect:

The target is released from the grab and slides 5.

Trundle

Maneuver
Self Self
Effect:

The deathrex moves up to their speed. The deathrex can make a free strike on each creature that makes an opportunity attack against them during this movement.

Swat The Fly

Triggered Action
Melee 1 1 adjacent creature or object
The target moves or shifts away from the deathrex
Effect:

Slide 5.

Snack Attack

Area Villain Action 1
Self and 10 burst Self and all allies in the burst
Effect:

Each target moves up to their speed and makes a free strike. A target receives temporary Stamina equal to the amount of damage they dealt during this action.

Shed Some Skin

Villain Action 2
Self Self
Effect:

The deathrex shifts up to their speed, leaving behind a skin shed duplicate in the space that they started in. The duplicate has 10 Stamina, has no villain actions, shares the rest of the deathrex’s characteristics, and takes their turn at the same time as the deathrex.

Thresher Thrasher

Area Villain Action 3
Self and 10 burst Self and all allies in the burst
Effect:

Each target moves up to their speed. Until the end of the encounter, when a creature enters or starts their turn adjacent to a target, the target can make a free strike against them.

Rex Reptilian Escape

While the deathrex still has a tail, whenever the deathrex is inflicted with an EoT or save ends effect, the deathrex 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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