Lizardfolk Scout
Creature 1- Perception
- +8
- Languages
- Common, Draconic, Iruxi
- Skills
- Acrobatics +6, Athletics +5, Diplomacy +4, Nature +6, Stealth +6, Survival +8
- Str +2, Dex +3, Con +1, Int −1, Wis +3, Cha +1
- Items
- blowgun, blowgun darts (9), blowgun darts (giant centipede venom)
- AC
- 17; Fort +6, Ref +8, Will +6
- HP
- 17
- Speed
- 25 feet, swim 20 feet
Melee ◆ jaws +7 (unarmed), Damage 1d6+2 piercing
Melee ◆ tail +8 (agile, finesse), Damage 1d4+2 bludgeoning
Ranged ◆ blowgun +8 (agile, nonlethal, reload 1), Damage 1 piercing plus Giant Centipede Venom
Deep Breath A lizardfolk scout can hold their breath for 150 rounds (15 minutes).
Giant Centipede Venom (poison) Saving Throw DC 14 Fortitude
Maximum Duration 6 rounds
Stage 1 1d4 poison damage (1 round)
Stage 2 1d4 poison damage and Off-Guard (1 round)
Stage 3 1d4 poison damage, Clumsy 1, and Fatigued (1 round)
Hidden Movement If the lizardfolk scout starts its turn Hidden from or undetected by a creature, that creature is Off-Guard against the scout's attacks until the end of the turn.
Sneak Attack The lizardfolk scout deals an extra 1d6 precision damage to Off-Guard creatures.
Terrain Advantage Non-lizardfolk creatures that are in difficult terrain or are in water and lack a swim Speed are Off-Guard to the lizardfolk defender.
Source: Pathfinder Monster Core