Twilight Lizardfolk, Shaman (3.5e NPC)

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Twilight Lizardfolk Shaman

CR 8

Twilight Lizardfolk Humanoid 3, Twilight Lizardfolk Paragon 3, Mystic Theurge 2
N Tiny Humanoid (reptilian)
Init/Senses +3/Darkvision 60 ft.; Listen +4, Spot +4
Languages Draconic, Sylvan
AC 27, touch 20, flat-footed 20
(+3 dex, +4 wis, +2 size, +2 natural, +5 armor, +1 deflection)
hp 40 (8 HD)
Fort/Ref/Will +4/+8/+13
Weakness Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds twilight lizardfolk for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Speed 15ft. (3 squares), climb 10ft.
Space/Reach 2 1/2 ft./0 ft.
Base Atk/Grp +4/-6
Druid Spells Prepared (CL 6th):
Sorcerer Spells Known (CL 6th, Uses Wisdom as casting stat):
3rd (4/day)—Fly
2nd (6/day)—Web, Invisibility
Abilities Str 6, Dex 16, Con 12, Int 12, Wis 20, Cha 8
Skills Hide +12, Jump +8, Climb +12, Knowledge (arcana) +7, Knowledge (religion) +7, Spellcraft +7 ;+4 to Hide checks in forested areas, can always take 10 on climb checks
Possessions +2 Studded Leather Armor, Ring of Protection +1, Monk's Belt
Armored Mage (Ex) When wearing light armor that a druid can wear without hindering spellcasting, you have no arcane spell failure chance due to that armor.



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The path of light lies in keeping the noble blood pure. Care not for others, for they have no value.
Archmage Coeus
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Pandlechron Campaign Setting

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