Lizardfolk DefenderCreature 1
Source Pathfinder Bestiary
Perception +7
Languages Draconic, Iruxi
Skills Acrobatics +5, Athletics +6, Stealth +5
Str +3, Dex +2, Con +3, Int -1, Wis +2, Cha +0
AC 16 18 with shield raised; Fort +8; Reflex +7; Will +5;
HP 21
Speed 25 feet (swim 15 feet)
Flail +8 (+3, -2) to hit (disarm, sweep, trip) 1d6+3 Bludgeoning
Jaws +8 (+3, -2) to hit 1d6+3 Piercing
Tail +8 (+4, +0) to hit (agile) 1d4+3 Bludgeoning
Javelin +7 (+2, -3) to hit (thrown 30) 1d6+3 Piercing
Attack of Opportunity
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Shield BlockTrigger The monster has its shield raised and takes damage from a physical attack.
Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
Deep BreathA lizardfolk defender can hold their breath for 175 rounds (17-1/2 minutes).
Terrain AdvantageNon-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are Flat-Footed to the lizardfolk defender.
The lizardfolk defender serves as a protector of the young, guardian of the settlement, and when no other options are available, soldier in time of war. They eagerly rise to the defense of their kin but do not revel in battle. An iruxi defender would rather turn back intruders and allow them to flee with the knowledge they were beaten, in hopes that such word prevents further invasions, but they are not naive. The iruxi understand the need for revenge, and when they allow a foe to escape, they do not forget.
When human scholars speak of ancient civilizations, they usually turn their focus to themselves, researching and lecturing on the first human empires. When they drift to others, they invariably look to cultures that had conflicts or alliances with ancient humanity. That the culture of the people called lizardfolk often gets ignored or forgotten even by well-meaning researchers is thus no surprise, but to the lizardfolk themselves it is no matter. They know their history and value its integrity and privacy-if younger ancestries like humanity aren't interested in learning from lizardfolk empires dating back to before the first human knocked two rocks together to make their first campfire, that's fine with them.
The word 'lizardfolk' is an excellent example of humanity's narrow-sighted view of this culture. The name of their people is 'iruxi', but these reptilian humanoids have patiently and good-naturedly accepted the name 'lizardfolk' as a variant, and they generally resist urges to call humans and other mammalians similarly derivative names in return. Iruxis dwell and thrive in all tropical and temperate biomes, but they are most at home in swamplands, coastal regions, and riverlands, for they are talented swimmers, and fish and aquatic plants make up a large part of their preferred diets.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
LizardfolkThese reptilian humanoids, also known as iruxi, are extremely adaptable and patient.