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LIZARDFOLK, The poison dusk ranger presented here had the following

POISON DUSK ability scores before racial adjustments: Str 12, Dex 13, Con
This reptilian humanoid seems to melt out of the shadows of the 10, Int 8, Wis 11, Cha 9.
jungle. It is about three feet tall, and it has a lean, wiry build. It has
large eyes that reflect the light and a slight crest that runs down the
back of its head. It hisses at you, revealing sharp teeth.
POISON DUSK LIEUTENANT
Poison dusk lizardfolk who advance their skills earn the
respect of the tribe and act as leaders, first of squads and
While smaller than their lizardfolk cousins, the poison dusk patrols and eventually of the community.
lizardfolk are just as dangerous when provoked. The poison dusk lieutenant presented here had the fol-
LIZARDFOLK

A poison dusk lizardfolk is between 3 to 4 feet in lowing ability scores before racial adjustments: Str 13, Dex
height, weighing 42–52 pounds. Its tail is 2 to 3 15, Con 14, Int 8, Wis 12, Cha 10.
feet long, and its scales shift color with
its mood. The eyes of a poison dusk Combat
lizardfolk are larger than those of the The poison dusk lieutenant
other species, and males have a crest running uses its magic fang spell on
down the back of the head that can lie flat or its claws to enhance its
extend based on mood. combat ability.
Poison dusk lizardfolk speak Draconic. A Typical Ranger Spell Pre-
lizardfolk with an Intelligence score of 12 or pared (1; save DC 11 + spell
greater will also speak Common. level): 1—longstrider.
Most poison dusks encountered in the
wild are rangers; exceptional indi- POISON DUSK AS
viduals usually become adepts and CHARACTERS
sorcerers serving dragons. Poison dusks are more intelligent
and dedicated than the other
Illus. by S. Prescott

COMBAT lizard folk, and most develop


Poison dusks are far more cunning ranger skills. Poison dusk sor-
than the other species of lizard- cerers and adepts are called
folk. They prefer to avoid physical by their dragon overlords to
combat altogether if possible; serve as dragon priests and are
when striking against a hu- not found among the tribes.
man village, they will often Poison dusk characters pos-
try to poison the water or sess the following racial traits:
food supply instead of launch- — +2 Dexterity, +2 Consti-
ing a direct assault. When they tution, –2 Charisma.
do fight, they favor ambushes —Small size. +1 bonus to
and clever traps. Bolas and Armor Class, +1 bonus on at-
nets are considered to be martial tack rolls, +4 bonus on Hide
weapons for poison dusks, and they Poison dusk lizardfolk checks, –4 penalty on grap-
often use these tools to handicap larger foes while ple checks, lifting and carrying limits 3/4
archers strike with poisoned arrows. those of Medium characters.
Poison Use: Due to their long tradition of working with — A poison dusk lizardfolk’s base speed is 30 feet.
venoms, poison dusks are never at risk when applying poisons — Racial Skills: A poison dusk lizardfolk has a +4 racial
to weapons. Common poisons include black adder venom bonus on Balance, Jump, and Swim checks. A poison dusk
and blue whinnis. lizardfolk can apply poison without endangering itself. Its
Chameleon Skin (Ex): Poison dusks can adjust the chameleon skin allows it a +5 racial bonus on Hide checks.
colors of their scales to blend in with their surroundings. — +3 natural armor bonus.
When it is not wearing armor, robes or other covering — Natural Weapons: 2 claws (1d3) and bite (1d3).
clothing, a poison dusk lizardfolk gains a +5 racial bonus — Special Qualities (see above): Chameleon skin, hold
on Hide checks. breath, low-light vision
Hold Breath (Ex): A poison dusk lizardfolk can hold its — Weapon Familiarity: Poison dusk lizardfolk treat bolas
breath for a number of rounds equal to 4 × its Constitution and nets as martial weapons rather than exotic weapons.
score before it risks drowning (see page 304 of the Dungeon — Automatic Languages: Draconic, Common. Bonus
Master’s Guide). Languages: Halfling, Sylvan.
Skills: Because of their tails, lizardfolk have a +4 racial — Favored Class: Ranger. A multiclassed poison dusk’s
bonus on Jump, Swim, and Balance checks. The skill modi- ranger class does not count when determining whether it
fiers given in the statistics block include a –1 armor check takes an XP penalty.
penalty (–2 on Swim checks) for carrying a buckler. — Level adjustment +1.
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Poison Dusk Lizardfolk, Poison Dusk Lieutenant,
1st-Level Ranger 4th-Level Ranger
Small Humanoid (Reptilian) Small Humanoid (Reptilian)
Hit Dice: 1d8+1 (9 hp) 4d8+12 (33 hp)
Initiative: +2 +7
Speed: 30 ft. (6 squares) 40 ft. (8 squares) with longstrider
Armor Class: 17 (+1 size, +2 Dex, +3 natural, 17 (+1 size, +3 Dex, +3 natural), touch 14,
+1 buckler), touch 13, flat-footed 15 flat-footed 14
Base Attack/Grapple: +1/–2 +4/+2

LIZARDFOLK
Attack: Claw +3 melee (1d3+1) or longsword Claw +7melee (1d3+2) or longspear +7 melee
+3 melee (1d6+1/19–20) or shortbow (1d6+3/×3) or masterwork longbow +9 ranged
+4 ranged (1d4/×3), or bola +4 ranged (1d6/×3), or bola +8ranged (1d3+2 nonlethal
(1d3+1 nonlethal or ranged trip) or ranged trip)
Full Attack: 2 claws +3 melee (1d3+1) and bite +1 2 claws +7 melee (1d3+2) and bite +5
melee (1d3) or longsword +3 melee melee (1d3+1) or longspear +7melee (1d6+3/×3)
(1d6+1/19–20) and bite +1 melee (1d3) or and bite +2melee(1d3) or masterwork longbow
shortbow +4 ranged (1d4/×3) or bola +4 +7/+7 ranged (1d6/×3), or bola +8 ranged (1d3+2
ranged (1d3+1 nonlethal or ranged trip) nonlethal or ranged trip)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. (10 ft. with longspear)
Special Attacks: Poison use Poison use, spells
Special Qualities: Chameleon skin, favored enemy +2 Chameleon skin, favored enemy +2
(humanoid/human), hold breath, (humanoid/human), hold breath,
low-light vision, wild empathy low-light vision, wild empathy
Saves: Fort +3, Ref +4, Will +0 Fort +7, Ref +7, Will +2
Abilities: Str 12, Dex 15, Con 12, Str 14, Dex 17, Con 16,
Int 8, Wis 11, Cha 7 Int 8, Wis 12, Cha 8
Skills: Balance +5, Climb +4, Hide +14, Jump +4, Balance +7, Climb +8, Hide +18, Jump +11*,
Move Silently +5, Spot +4, Survival +4, Move Silently +10, Spot +8, Survival +8,
Swim +3 Swim +7
Feats: Multiattack, TrackB EnduranceB, Improved Initiative,
Multiattack, Rapid ShotB, TrackB
Environment: Temperate marshes Temperate marshes
Organization: Solitary, gang (2–3), band (5–8 plus 1 leader Solitary, band (1 plus 5–8 poison
of 3rd–6th level), or tribe (20–40 plus 50% dusk lizardfolk), or tribe (2 plus level 20–40 plus
noncombatants plus 2 lieutenants of 50% noncombatants and 1 leader of 4th–10th level)
3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 1 4
Treasure: 50% coins; 50% goods 50% coins; 50% goods (plus masterwork longbow)
Alignment: Usually neutral Usually neutral
Advancement: By character class By character class
Level Adjustment: +1 +1
*with longstrider.

POISON DUSK to the clubs and javelins used by the Cold Sun Tribes and
LIZARDFOLK IN EBERRON the blackscale lizardfolk.
The poison dusks are one of the three species of lizardfolk While the poison dusks consider themselves to be the
found in Q’barra. Smaller and weaker than the other breeds superior breed of lizardfolk, they are fanatically devoted
of lizardfolk, they are faster and more intelligent than their to the dragon Rhashaak and acknowledge the authority
larger cousins. They are highly skilled trackers and hunters of the blackscales as the chosen guardians of the great
and have long used poison, nets, and other tricks to bring dragon. The poison dusks generally avoid other lizardfolk,
down larger prey. except when they travel to Haka’torvhak for religious cer-
The poison dusks present the greatest danger to the emonies or to offer tribute to the great dragon. They are
human population of Q’barra. After the better part of a nomadic by nature and rarely stay in one area for more
century, they still hate the warmblooded invaders with than a few months. The areas inhabited by the humans of
a fiery passion. Alone among the lizardfolk, they have Q’barra include many of the lands once frequented by these
adapted their tactics and traditions since the arrival traveling nomads, and this is a major cause of the friction
of humanity. While they still shun armor, they have between the two species.
adopted the use of swords and bows, which are superior
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