Page 69 - Serpent Kingdoms
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MONSTERS
In the Realms This humanoid creature is covered in dark green scales.
Menacing red eyes gleam from its head, and black, batlike
Jaculis inhabit all of Faerûn except arctic and subarctic areas.
wings sprout from its back. Long, sleek horns that begin at its
They can roam for miles while hunting, but they usually hunt in
browline are swept back behind its head.
favorite areas that they have come to know well, moving on only
when food becomes scarce. Jaculis aren’t territorial; they ignore
Lizard kings (or lizard queens, as the females are called) re-
others of their kind except in the spring, when they mate.
sult from breeding demons with lizardfolk. When a lizard king
Jaculis have very long lifespans and sometimes form wary
breeds with other lizardfolk, about 20% of the offspring are liz-
alliances with long-lived creatures that they know they cannot
ard kings; the rest are ordinary lizardfolk. When the young
defeat. With the aid of magic, jaculis can sometimes be
lizard kings in a tribe reach adult-
trained as guardians.
hood, all but the strongest are
sacrifi ced.
Lizard King/ A lizard king resembles a lizardfolk, al-
Queen though its scales are a darker shade of
green, and it always has distinct de-
monic features. A typical lizard king
Medium Outsider (Native)
leads its own tribe of lizardfolk.
Hit Dice: 2d8+4 (13 hp)
Lizard kings speak Draconic.
Initiative: +2
Speed: 30 ft. (6 squares), fl y 30
ft. (average) Combat
Armor Class: 20 (+2 Dex, +6 natu-
Lizardfolk tribes ruled by lizard kings
ral, +2 heavy shield), touch
are more advanced than other tribes,
12, fl at-footed 18
and they typically use sophisticated
Base Attack/Grapple: +1/+4
tactics, ambushes, and traps. Lizard kings
Attack: Claw +4 melee (1d4+3),
don’t shy away from battle, but they
or short sword +4 melee
keep their fi ercest warriors nearby and
(1d6+3/19–20), or javelin +3
almost never enter combat alone.
ranged (1d6+3)
While most lizardfolk are disor-
Full Attack: 2 claws +4 melee
ganized in combat, those led by a
(1d4+3) and bite +2 melee
lizard king stand by their ruler at
(1d6+1), or short sword +4 melee
all costs.
(1d6+3/19–20) and bite +2 melee (1d6+1), or
Smite Good (Su): Once per
javelin +3 ranged (1d6+3)
day, a lizard king can make a nor-
Special Attacks: Smite good, spell-
Lizard queen mal melee attack to deal 2 extra points
like abilities
of damage against a good foe.
Special Qualities: Damage reduction 5/magic, darkvision 60 ft.,
Spell-Like Abilities: Darkness 3/day. Caster level 2nd.
hold breath, immunity to poison, resistance to acid 10, cold
Hold Breath: A lizard king can hold its breath for a number
10, electricity 10, and fi re 10, spell resistance 12
of rounds equal to four times its Constitution score before it
Space/Reach: 5 ft./5 ft.
risks drowning (see page 304 of the Dungeon Master’s Guide).
Saves: Fort +2, Ref +5, Will +0
Skills: Because of its tail, a lizard king has a +4 racial bonus
Abilities: Str 17, Dex 14, Con 15, Int 13, Wis 10, Cha 12
on Balance, Jump, and Swim checks. The skill modifi ers given
Skills: Balance +9, Bluff +3, Diplomacy +3, Hide +2, Intimidate
in the statistics block include a –2 armor check penalty (–4 on
+3, Jump +10, Knowledge (the planes) +3, Listen +2, Move
Swim checks) for carrying a heavy shield.
Silently +2, Search +2, Swim +8
Note: A lizard king is simply a lizardfolk with the half-fi end
Feats: Multiattack
template applied. A lizard king with class levels gains additional
Environment: Temperate marshes
spell-like abilities and special qualities as a half-fi end of the same
Organization: Solitary or tribe (1 plus 2 lizardfolk lieutenants
character level would.
of 3rd–6th level and 30–60 lizardfolk)
Challenge Rating: 2
Treasure: Standard In the Realms
Alignment: Usually chaotic evil
Lizard kings are the direct results of the war between the
Advancement: By class
sarrukh and the khaastas. The demon lord Sess’innek sent his
Level Adjustment: +5
demonic legions to Faerûn to control the lizardfolk, hoping
to weaken the sarrukh’s base of support on their homeworld.
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