Half-Illithid Lizardfolk
Medium Aberration (Reptilian) — CR 4
- Hit Dice
- 2d8+2 (11 hp)
- Initiative
- +0
- Speed
- 30 ft, 30 ft.
- Armor Class
- 16, touch 10, flat-footed 16
- Base Attack / Grapple
- +1/+2
- Attack
- Claw +2 melee Full Attack: 2 claws +2 melee and 4 tentacles +0 melee
- STR
- 13
- DEX
- 10
- CON
- 13
- INT
- 13
- WIS
- 14
- CHA
- 14
- Fort / Ref / Will
- +1 / +3 / +2
- Challenge Rating
- 4
- Alignment
- Usually neutral evil
- Level Adjustment
- +6
- Spell Resistance
- 12
Special Abilities
Extractimproved grabmind blastpsionics
Half-Illithid Lizardfolk* (CR 4)
Medium Aberration (Reptilian)
Alignment: Usually neutral evil
Initiative: +0; Senses: darkvision 60 ft.
Languages: telepathy 100 ft.
Hit Dice: 2d8+2 (11 hp)
Fort +1, Ref +3, Will +2 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Claw +2 melee
Full Attack: 2 claws +2 melee and 4 tentacles +0 melee
Damage: Claw 1d4+1, tentacle 1d4+1
Special Attacks/Actions: Extract, improved grab, mind blast, psionics Abilities: Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 14
Special Qualities: hold breath, SR 12
Feats: Multiattack
Skills: Balance +9, Jump +9, and Swim +10
Advancement: By character class
Level Adjustment: +6 Climate/Terrain: Any underground
Organization: Gang (2-3), band (6-10 plus 50% noncombatants and 1 leader of 3rd-6th level), or cult (6-10 plus 1-4 mind flayers)
Treasure/Possessions: 50% coins; 50% goods; 50% items
Description
Half-Illithid Lizardfolk* (CR 4)
Medium Aberration (Reptilian)
Alignment: Usually neutral evil
Initiative: +0; Senses: darkvision 60 ft.
Languages: telepathy 100 ft.
Hit Dice: 2d8+2 (11 hp)
Fort +1, Ref +3, Will +2 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Claw +2 melee
Full Attack: 2 claws +2 melee and 4 tentacles +0 melee
Damage: Claw 1d4+1, tentacle 1d4+1
Special Attacks/Actions: Extract, improved grab, mind blast, psionics Abilities: Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 14
Special Qualities: hold breath, SR 12
Feats: Multiattack
Skills: Balance +9, Jump +9, and Swim +10
Advancement: By character class
Level Adjustment: +6 Climate/Terrain: Any underground
Organization: Gang (2-3), band (6-10 plus 50% noncombatants and 1 leader of 3rd-6th level), or cult (6-10 plus 1-4 mind flayers)
Treasure/Possessions: 50% coins; 50% goods; 50% items
Combat
Half-Illithid Lizardfolk* (CR 4)
Medium Aberration (Reptilian)
Alignment: Usually neutral evil
Initiative: +0; Senses: darkvision 60 ft.
Languages: telepathy 100 ft.
Hit Dice: 2d8+2 (11 hp)
Fort +1, Ref +3, Will +2 Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Claw +2 melee
Full Attack: 2 claws +2 melee and 4 tentacles +0 melee
Damage: Claw 1d4+1, tentacle 1d4+1
Special Attacks/Actions: Extract, improved grab, mind blast, psionics Abilities: Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 14
Special Qualities: hold breath, SR 12
Feats: Multiattack
Skills: Balance +9, Jump +9, and Swim +10
Advancement: By character class
Level Adjustment: +6 Climate/Terrain: Any underground
Organization: Gang (2-3), band (6-10 plus 50% noncombatants and 1 leader of 3rd-6th level), or cult (6-10 plus 1-4 mind flayers)
Treasure/Possessions: 50% coins; 50% goods; 50% items