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Creatures in "Lizardfolk" Category

NameCR
Lizard Scion5
Lizardfolk1
Lizardfolk Berserker5
Lizardfolk Champion10
Lizardfolk Clutch Mother13
Lizardfolk Rattler5
Lizardfolk Sorcerer12
Lizardfolk Stalker3
Lizardfolk Swamp Lurker8
Lizardfolk Vanguard2

Lizardfolk, Lizardfolk Sorcerer

Lizardfolk Sorcerer CR 12

Source Monster Codex pg. 146
XP 19,200
Lizardfolk sorcerer 11
CN Medium humanoid (reptilian)
Init +4; Senses Perception +4

Defense

AC 21, touch 11, flat-footed 21 (+4 armor, +1 deflection, +6 natural)
hp 97 (13 HD; 2d8+11d6+50)
Fort +10, Ref +7, Will +10
Resist acid 10

Offense

Speed 30 ft., swim 15 ft.
Melee 2 claws +10 (1d6+3 plus 1d6 acid), bite +5 (1d4+1)
Special Attacks breath weapon (60-foot line, 11d6 acid, DC 19, 1/day), claws (1d4+3 plus 1d6 acid, treated as magic weapons, 7 rounds/day)
Sorcerer Spells Known (CL 11th; concentration +15)
5th (4/day)—acidic sprayUM (DC 19), spell resistance, wall of stone (DC 19)
4th (7/day)—black tentacles, fear (DC 18), remove curse, vitriolic mistUM
3rd (7/day)—dispel magic, fly, haste, major image (DC 17), wind wall
2nd (7/day)—acid arrow, create pitAPG (DC 16), darkvision, frigid touchUM, resist energy, web (DC 16)
1st (7/day)—corrosive touchUM, endure elements, grease (DC 15), mage armor, ray of enfeeblement (DC 15), shocking grasp
0 (at will)—acid splash, detect magic, detect poison, open/close, read magic, resistance, sparkAPG, mending, message
Bloodline draconic (black)

Tactics

Before Combat The sorcerer casts mage armor on herself.
During Combat The sorcerer stays away from melee, hurling spells at foes. She usually begins with black tentacles or grease, the better to restrict enemy mobility in the already difficult swamp terrain, then follows up with ranged damage spells or by casting haste on the tribe’s strongest warriors.
Base Statistics Without mage armor, the lizardfolk’s statistics are AC 17, touch 11, flat-footed 17.

Statistics

Str 17, Dex 10, Con 15, Int 11, Wis 8, Cha 18
Base Atk +6; CMB +9; CMD 27
Feats Combat Casting, Elemental FocusAPG (acid), Eschew Materials, Improved Initiative, Iron Will, Lighting Reflexes, Reach SpellAPG, Toughness, Weapon Focus (claw)
Skills Acrobatics +6, Climb +7, Intimidate +9, Knowledge (arcana) +5, Knowledge (nature) +3, Linguistics +1, Perception +4, Spellcraft +8, Swim +13, Use Magic Device +13; Racial Modifiers +4 Acrobatics
Languages Common, Draconic
SQ bloodline arcana (spells that deal acid damage deal +1 damage per die), hold breath
Combat Gear potion of cure moderate wounds, scroll of false life, scrolls of invisibility (2), wand of fireball (12 charges), wand of magic missile (50 charges); Other Gear amulet of natural armor +1, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, 150 gp

Ecology

Environment temperate swamps

Description

Lizardfolk sorcerers can have any bloodline, but most claim (rightly or not) that their magic is the result of ancient interbreeding with majestic dragons. With the blood of dragons coursing through her veins, the sorcerer is respected and feared by members of her tribe. They could see her as an omen—of good or ill—and might send her away to live on the outskirts of tribal land if she can’t quickly learn to control her powers. Nevertheless, though the sorcerer might stand apart from the rest of her tribe, she almost always comes to her kin’s defense in their times of need.