CREATURE 1
Perception +8
Languages Common, Draconic, Kibrebos
Skills Acrobatics +6, Athletics +5, Diplomacy +4, Nature +6, Stealth +6, Survival +8
Str +2 Dex +3 Con +1 Int -1 Wis +3 Cha +1
Items blowgun (10 darts, 1 of which is coated with giant centipede venom)
AC 17; Fort +6, Ref +8, Will +6
HP 17
Speed 25 feet, swim 20 feet
Melee jaws +7, Damage 1d6+2 piercing
Melee tail +8 (agile, finesse), Damage 1d4+2 bludgeoning
Ranged blowgun +8 (agile, nonlethal, range increment 20 feet, reload 1), Damage 1 piercing plus giant centipede venom
Deep Breath A lizardfolk scout can hold their breath for 150 rounds (15 minutes).
Hidden Movement If the lizardfolk scout starts its turn undetected by a creature or hidden from it, that creature is flat-footed against the scout's attacks until the end of the scout's turn.
Giant Centipede Venom (poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round); Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)
Sneak Attack The lizardfolk scout deals an extra 1d6 precision damage to flat-footed creatures.
Terrain Advantage Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are flat-footed to the lizardfolk defender.
Bestiary, page 231.
Open Lizardfolk Scout in the interactive creatures list or browse all creatures starting with L.