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Lizardfolk Bloodeye


Monster

Lizardfolk Bloodeye

Humanoid, Lizardfolk
Level 1
Platoon Hexer
EV 6
1MSize
5Speed
20Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementSwim
M+1Might
A+1Agility
R+0Reason
I+2Intuition
P+0Presence
l

Bola Knock

Signature
KeywordsRangedStrikeWeapon
DistanceRanged 5
TargetOne creature or object
Power Roll+ 2
!5 damage; A < 0 restrained (save ends)
@7 damage; A < 1 restrained (save ends)
#9 damage; A < 2 restrained (save ends)
l

Bloodshot

KeywordsRangedStrikeWeapon
DistanceRanged 10
TargetOne creature
Power Roll+ 2
!5 acid damage; M < 0 the target has line of effect only within 4 squares (save ends)
@7 acid damage; M < 1 the target has line of effect only within 3 squares (save ends)
#9 acid damage; M < 2 the target has line of effect only within 2 squares (save ends)
*

Reptilian Escape

While the bloodeye 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.

*Malice Features

At the start of any lizardfolk's turn, you can spend Malice to activate one of the following features. Lizardfolk Malice

*

Net Trap

Area, Ranged, Weapon | Maneuver | |--------------------------|---------------:| | 📏 1 cube within 3 | 🎯 Special |

*

Water Pit

A lizardfolk acting this turn unearths a magical size 2 pit that is 2 squares deep and filled with water. Any lizardfolk who moves into, then exits the pit on their turn gains 10 temporary Stamina, regrows their tail if applicable, and ends one effect on them that can be ended by a saving throw. While adjacent to the pit, any creature who can burrow or who has the Nature skill can make a Might test or a Reason test to drain it.

*

Flood the Shores

Waist-high water floods the entire encounter map. Any lizardfolk submerged in water gains an edge on abilities and doubles their speed while swimming. If there are no open water pits on the encounter map, the water drains away at the end of the round.

Source: Draw Steel: Monsters · printing 1.01