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 |
