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Lizardfolk Skyterror


Humanoid, Lizardfolk

Lizardfolk Skyterror

Level 1
Platoon Harrier
EV 6
1SSize
7Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
MovementSwim
With Captain
M+1Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Glaive Rush

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 1
TargetOne creature or object
Power Roll+ 2
!5 damage
@7 damage
#9 damage; prone
Effect

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

ll
Main action

Poison Blow Dart

KeywordsRangedStrikeWeapon
ActionMain action
DistanceRanged 5
TargetOne creature or object
Power Roll+ 2
!3 damage; M < 0 weakened (save ends)
@5 damage; M < 1 weakened (save ends)
#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.

**
Trait

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.

**
Trait

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.

Source: Draw Steel: Monsters · printing 1.01