Lizardfolk, Poison Dusk
Small Humanoid (Reptilian) — CR 1
Lizardfolk, Poison Dusk is a D&D 3.5 monster from —. CR 1, HD 1d8+1 (9 hp).
- Hit Dice
- 1d8+1 (9 hp)
- Initiative
- +2
- Speed
- land 30 ft, 30 ft.
- Base Attack / Grapple
- +1/-2
- Attack
- claw +3 melee or longsword +3 melee or shortbow +4 ranged, or bola +4 ranged
- Full Attack
- 2 claws +3 melee and bite +1 melee or longsword +3 melee and bite +1 melee or shortbow +4 ranged or bola +4 ranged
- STR
- 12
- DEX
- 15
- CON
- 12
- INT
- 8
- WIS
- 11
- CHA
- 7
- Fort / Ref / Will
- +3 / +4 / +0
- Challenge Rating
- 1
- Alignment
- Usually neutral
- Organization
- Solitary, gang (2-3), band (5-8 plus 1 leader of 3rd-6th level), or tribe (20-40 plus 50% noncombatants plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level)
- Treasure
- 50% coins; 50% goods
- Level Adjustment
- +1
Special Abilities
Chameleon skinHold breath
Feats
Description
Poison dusks are far more cunning than the other species of lizardfolk. They prefer to avoid physical combat altogether if possible; when striking against a human village, they will often try to poison the water or food supply instead of launching a direct assault. When they do fight, they favor ambushes and clever traps. Bolas and nets are considered to be martial weapons for poison dusks, and they often use these tools to handicap larger foes while archers strike with poisoned arrows.
Reptilian Subtype
These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.