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Lizardfolk WarriorCreature 2


UncommonCNMediumHumanoidLizardfolk
Source Pathfinder Kingmaker
Perception +7
Languages Draconic, Iruxi
Skills Acrobatics +6, Athletics +8, Stealth +6, Survival +7
Str +4, Dex +2, Con +3, Int +0, Wis +1, Cha +0

AC 17; Fort +9; Reflex +8; Will +7;
HP 36
Speed 25 feet (swim 20 feet)

Longspear One Action +10 (+5, +0) to hit (reach 10) 1d8+6 Piercing
Jaws One Action +10 (+5, +0) to hit 1d6+6 Piercing
Tail One Action +10 (+6, +2) to hit (agile) 1d4+6 Bludgeoning
Javelin One Action +8 (+3, -2) to hit (thrown 30) 1d6+4 Piercing

Attack of Opportunity Reaction

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.

Deep Breath

A lizardfolk warrior can hold their breath for 180 rounds (18 minutes).

Sudden Charge Two Actions

With a quick sprint, the lizardfolk warrior dashes up to their foe and swings. They Stride or Swim twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.

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.


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

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.