Half-Illithid Lizardfolk

Medium Aberration (Reptilian) — CR 4

Realmshelps (RH)3.5
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.

AC: 16 (+6 natural), touch 10, flat-footed 16
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.

AC: 16 (+6 natural), touch 10, flat-footed 16
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.

AC: 16 (+6 natural), touch 10, flat-footed 16
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