Lizardfolk Scout

CREATURE 1

n medium humanoid lizardfolk 

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.