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Lizardman
HP: 50 Myth: 30 Size: 3 FC: 0 Movement: 50ft
Reactions
Block: Shield Lv1 + Small Crusher Lv1 + Lizard Tail Lv1 + Crushing Bite Lv1
Def 12
Block: Beast Claws Lv1 (x2) + Crushing Bite Lv1 + Lizard Tail Lv1
Def 8
Dodge Lv1
Def 8
Normal Actions
Standard Attack: Small Crusher Lv1 + Lizard Tail Lv1 + Crushing Bite Lv1
Off 9 Dmg 23 Rng 5ft
Standard Attack: Beast Claws Lv1 (x2) + Crushing Bite Lv1 + Lizard Tail Lv1
Off 11 Dmg 20 Rng 5ft
Abilities
Reptilian Gene Lv3
Effect: all of your hands count as “Beast Claws” weapons. These hands may still hold
items and weapons and may still count as free hands for spell casting purposes
when unencumbered. Additionally, at the beginning of each of your turns, heal by
1d4. If you have no myth or are not able to cast spells, you do not get this healing.
Armor Weapon
Effect: So long as it has its shield, the Lizardman gains +1 armor.
Spell Schools
Pyromancy, 1 Elemental Spell School of Choice, 1 Spiritual Spell School of Choice,
Vitaemancy
Genes/Growths
Reptilian Gene Lv3, Armored Hide Lv1