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Lizardfolk Scaletooth


Monster

Lizardfolk Scaletooth

Humanoid, Lizardfolk
Level 1
Platoon Brute
EV 6
1MSize
5Speed
46Stamina
0Stability
4Free Strike
Immunity
Weakness
MovementSwim
M+2Might
A+1Agility
R+0Reason
I+0Intuition
P+0Presence
l

Razor Bite

Signature
KeywordsMeleeStrikeWeapon
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!6 damage
@9 damage
#12 damage; A < 2 bleeding (save ends)
Effect

If the scaletooth has the target grabbed, the potency of this ability increases by 1.

l

Tail Whip

KeywordsMeleeStrikeWeapon
DistanceMelee 2
TargetTwo creatures or objects
Power Roll+ 2
!5 damage; slide 1
@8 damage; slide 2; M < 1 grabbed if within 2 squares of the scaletooth
#10 damage; slide 3; M < 2 grabbed if within 2 squares of the scaletooth
*

Reptilian Escape

While the scaletooth 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