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Lizardfolk Shellguard


Monster

Lizardfolk Shellguard

Humanoid, Lizardfolk
Level 1
Minion Defender
EV 3 for four minions
1LSize
5Speed
6Stamina
1Stability
1Free Strike
Immunity
Weakness
MovementSwim
With Captain+2 bonus to Stamina
M+2Might
A+1Agility
R+0Reason
I+0Intuition
P+0Presence
l

Shield Smash

Signature
KeywordsMeleeStrikeWeapon
DistanceMelee 1
TargetOne creature or object per minion
Power Roll+ 2
!1 damage
@2 damage
#3 damage
Effect

The target takes a bane on their next strike.

*

Reptilian Escape

While the shellguard 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