Lizardfolk, Poison Dusk Lieutenant
Small Humanoid (Reptilian) — CR 4
Lizardfolk, Poison Dusk Lieutenant is a D&D 3.5 monster from —. CR 4, HD 4d8+12 (33 hp).
- Hit Dice
- 4d8+12 (33 hp)
- Initiative
- +7
- Speed
- land 40 ft, 40 ft. with longstrider
- Base Attack / Grapple
- +4/+2
- Attack
- claw +7 melee or longspear +7 melee or masterwork longbow +7 ranged, or bola +7 ranged
- Full Attack
- 2 claws +7 melee and bite +7 melee or longspear +7 melee and bite +2 melee or masterwork longbow +7/+7 ranged, or bola +8 ranged
- STR
- 14
- DEX
- 17
- CON
- 16
- INT
- 8
- WIS
- 12
- CHA
- 8
- Fort / Ref / Will
- +7 / +7 / +2
- Challenge Rating
- 4
- Alignment
- Usually neutral
- Organization
- Solitary, band (1 plus 5-8 poison dusk lizardfolk), or tribe (2 plus level 20-40 plus 50% noncombatants and 1 leader of 4th-10th level)
- Treasure
- 50% coins; 50% goods (plus masterwork longbow)
- Level Adjustment
- +1
Special Abilities
Chameleon skinHold breath
Feats
Description
Spells: longstrider.
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.