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Lizardfolk Skyterror
Humanoid, Lizardfolk - Level 1 Platoon Harrier EV 6
1S
Size
7
Speed
30
Stamina
0
Stability
3
Free Strike
-
Immunity
Swim
Movement
- -
With Captain
-
Weaknesses
+1
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🗡 Glaive Rush (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage
  • 12-16: 7 damage
  • 17+: 9 damage; prone

Effect: If the skyterror is flying, they shift up to 4 squares.

🏹 Poison Blow Dart

Ranged, Strike, Weapon Main action
📏 Ranged 5 🎯 One creature or object

Power Roll + 2:

  • ≤11: 3 damage; M < 0 weakened (save ends)
  • 12-16: 5 damage; M < 1 weakened (save ends)
  • 17+: 7 damage; M < 2 weakened (save ends)

Effect: Any creature who ends their turn adjacent to a target weakened this way is weakened until the end of their next turn.

⭐️ Glider

Whenever the skyterror moves 2 or more squares along the ground or falls 2 or more squares, they can fly until the end of their next turn.

⭐️ Reptilian Escape

While the skyterror has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.