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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