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Lizardfolk ScoutCreature 1


NMediumHumanoidLizardfolk
Source Pathfinder Bestiary
Perception +8
Languages Common, Draconic, Iruxi
Skills Acrobatics +6, Athletics +5, Diplomacy +4, Nature +6, Stealth +6, Survival +8
Str +2, Dex +3, Con +1, Int -1, Wis +3, Cha +1

AC 17; Fort +6; Reflex +8; Will +6;
HP 17
Speed 25 feet (swim 20 feet)

Jaws One Action +7 (+2, -3) to hit 1d6+2 Piercing
Tail One Action +8 (+4, +0) to hit (agile, finesse) 1d4+2 Bludgeoning
Blowgun One Action +8 (+4, +0) to hit (agile, nonlethal, range increment 20, reload 1) 1 Piercing

Deep Breath

A lizardfolk scout can hold their breath for 150 rounds (15 minutes).

Giant Centipede Venom (poison)

Saving Throw DC 17 fortitude


Maximum Duration 6 rounds

Stage 1 1d6 poison damage (1 round)

Stage 2 1d8 poison damage and Flat-Footed (1 round)

Stage 3 1d12 poison damage, Clumsy 1, and flat-footed (1 round)

Hidden Movement

If the lizardfolk scout starts its turn Undetected by a creature or Hidden from it, that creature is Flat-Footed against the scout's attacks until the end of the scout's turn.

Sneak Attack

The lizardfolk scout deals an extra 1d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Terrain Advantage

Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are Flat-Footed to the lizardfolk scout.


Iruxi scouts are the lizardfolk most often encountered by adventurers, for these explorers and hunters spend most of their lives on the move, constantly patrolling the territories held by their enclave. If intruders are driven off, it is the responsibility of the iruxi scouts to track them, observe them, and learn their ways and weaknesses so as to report back to the community and aid in the defense against potential reprisals.


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

Common

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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Lizardfolk

These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.