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Lizardfolk Deathrex


Monster

Lizardfolk Deathrex

Humanoid, Lizardfolk
Level 1
Leader
EV 12
2Size
5Speed
80Stamina
2Stability
4Free Strike
Immunity
Weakness
MovementClimb, swim
M+3Might
A+2Agility
R+0Reason
I+1Intuition
P+2Presence
l

Death Roll

KeywordsMeleeStrikeWeapon
DistanceMelee 1
TargetOne grabbed creature or object
Power Roll+ 3
!8 damage; M < 1 dazed (save ends)
@12 damage; M < 2 dazed (save ends)
#15 damage; M < 3 dazed (save ends)
Effect

The target is no longer grabbed by the deathrex, and the deathrex slides them up to 5 squares.

f

Trundle

ActionManeuver
DistanceSelf
TargetSelf
Effect

The deathrex moves up to their speed. They can make a free strike against each creature who makes an opportunity attack against them during this movement.

)

Swat the Fly

KeywordsMelee
DistanceMelee 1
TargetThe triggering creature or object
Trigger

A creature or object within distance moves or shifts away from the deathrex.

Effect

The deathrex slides the target up to 5 squares.

*

Rex Reptilian Escape

While the deathrex has a tail, whenever they are affected by an effect that can be ended by a saving throw or that ends at the end of their turn, they can lose their tail to immediately end that effect, then shift up to 2 squares.

*Villain Actions
*

Snack Attack

KeywordsArea
Distance10 burst
TargetSelf and each ally in the area
Effect

Each target moves up to their speed and can make a free strike. Each target gains temporary Stamina equal to the damage they deal.

*

Shed Some Skin

DistanceSelf
TargetSelf
Effect

The deathrex shifts up to their speed, leaving behind a shed skin duplicate in the space they started in. The duplicate acts on the deathrex's turn and has the deathrex's characteristics, but has 10 Stamina and no villain actions.

*

Thresher Thrasher

KeywordsArea
Distance10 burst
TargetSelf and each ally in the area
Effect

Each target moves up to their speed. Until the end of the encounter, whenever a creature comes adjacent to a target or starts their turn there, the target can make a free strike against them.

*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