Lizardfolk, Shaman

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Lizardfolk, Shaman
Spieltechnische Werte
Edition 3.5
Kampagnensetting Generisch
Art NPC
Benötigte Regelwerke Core Rules, Complete Divine
Credits
Idee, Konzeption, Umsetzung Alaak


Lizardfolk, Shaman; CR 7
female/male, Lizardfolk Druid 6
usually neutral; medium; Medium Humanoid (Reptilian)
INI: +1; Senses: Spot{{{Spot}}}, Listen +8
Languages: Draconic

AC: 20, Touch 10, flat-footed 20 (+5 natural, +3 hide armor)
HP: 96 (8d8+24 HD)
Saving Throws: Fort: +8, Ref: +8, Will: +8,

Speed: 30ft. (6 squares)
Melee: claw +6 melee (1d4+1); or club +6 melee (1d6+1)
Ranged: javelin +6 ranged (1d6+1)
Full Attack: 2 claws +6 melee (1d4+1) and bite +4 melee (1d4); or club +6 melee (1d6+1) and +4 melee (1d4); or javelin +6 ranged (1d6+1)
Base Atk: +5; Grapple: +6
Space: 5ft. (1 square); Reach: 5ft. (1 square)
Combat Gear: club, javelin, hide armor, large wooden shield

Caster Level: 6
Spells per Day 5/4/4/3
Level 0: detect magic, resistance, flare,guidance, cure minor wounds
Level 1: entangle, obscuring mist, longstrider, magic fang
Level 2: heat metal, owl's wisdom, soften earth and stone, barkskin
Level 3: call lightning, spike growth, dominate animal

Attributes: Str 12, Dex 13, Con 16, Int 10, Wis 17, Cha 8
Special Qualities: Animal Companion, hold breath, nature sense, resist nature's lure, trackless step, wild empathy, wild shape (2/day), woodland stride
Feats: Multiattack, Eagle's Wings, Lightning Reflexes
Skills: Balance +5, Handle Animal +8, Jump +5, Survival +12, Swim +2, Listen +8, Concentration +11, Spot +7
Possessions: club, javelin, hide armor, large wooden shield, necklace with skulls of small animals containing the following spells: barkskin, bear's endurance, bull's strength, cat's grace, eagle's splendor, owl's wisdom, dispel magic, warp wood, summon swarm, spider climb, soften earth and stone, hold animal, chill metal, call lightning, contagion, cure moderate wounds, meld into stone, poison, protection from energy, sleet storm, wind wall, dispel magic

Environment: Temperate marshes
Organisation: Gang (2-3), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level)
Treasure: 50% coins; 50% goods; 50% items
Advancement: By character class
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