
RaFon |

I am looking for someone to write up some lizard-men for an upcoming adventure.
The pcs are all 10th lvl (wizard, fighter, thief, and cleric) and they are headed into a swamp to confront a tribe of lizard-men that have been raiding a nearby village.
I was thinking that the tribe would be led by a shaman, witchdoctor, whatever.
The finally of the adventure will be a fight with a black dragon, so I don't want to kill them...just make it tough and interesting.
Any help would be great!

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I am looking for someone to write up some lizard-men for an upcoming adventure.
The pcs are all 10th lvl (wizard, fighter, thief, and cleric) and they are headed into a swamp to confront a tribe of lizard-men that have been raiding a nearby village.
I was thinking that the tribe would be led by a shaman, witchdoctor, whatever.
The finally of the adventure will be a fight with a black dragon, so I don't want to kill them...just make it tough and interesting.
Any help would be great!
More detail...are you looking for a single combat encounter vs. the entire village or skirmishes leading up to a confrontation against the leader and his immediate bodyguards?

RaFon |

I'd be willing to look at creating you a series of encounters dealing with lizardmen on a 10th level scale. I assume you're looking at 4-5 encounters with the tribe, then rest, then a climatic battle with the black dragon. Something along those lines I assume.
Yes...this would be perfect. Thank you.

SmiloDan RPG Superstar 2012 Top 32 |

WE just took on a CR 16 gargantuan blue dragon and its lizard folk minions. One was some kind of cleric, one a rogue 3/monk 6, and a bunch of mooks. We are my 10th level chaos gnome dragon shaman, a 9th level catfolk ranger archer, and a 9th level feral kobold battle sorcerer (red dragon bloodline).
I'll have to ask my DM if he can let you see his stuff if you want it.

Azran |
some Lizardfolks:
Lizardfolk Tribesman CR5
XP 1600
Lizardfolk Barbarian 4
N Medium humanoid (reptilian)
Init +1; Senses Perception +10DEFENSE
AC 23, touch 11, flat-footed 28 (+5 natural, +5 Armor, +2 shield, +1 Dex)
hp 62 (6HD, 2d8+4d12+22)
Fort +10, Ref +2, Will +4
Defensive Abilities trap sense +1, uncanny dodgeOFFENSE
Speed 30 ft., swim 15 ft.
Melee mwk morningstar +10 (1d8+4), claw +7 (1d4)+2, bite +7 (1d4+2)
Ranged javelin +6 (1d6+4)
Space 5 ft.Reach 5 ft
Special Attacks rage (13 rounds/day), rage power (reckless abandon,
Inspire Ferocity )STATISTICS
Str 18, Dex 12, Con 17, Int 9, Wis 12, Cha 8;
Base Atk +5; CMB 9; CMD 20
Feats Iron Will, Multiattack, Outflank
Skills
Languages Draconic
SQ fast movement, hold breath
Gear +1 Hide, mwk heavy wooden shield, javelin (3), mwk
morningstar, potion of cure medium wounds
Lizardfolk Guardian CR7
XP 3200
Lizardfolk Barbarian 1 Fighter 5
N Medium humanoid (reptilian)
Init +1; Senses PerceptionDEFENSE
AC 27, touch 12, flat-footed 25 (+5 natural, +7 Armor, +1 Dex +1 Dodge +3 Shield)
hp 93 (8HD, 2d8+1d12+5d10+45)
Fort +13, Ref +2, Will +4 (+1 vs. fear)
Defensive Abilities bravery +1OFFENSE
Speed 40 ft., swim 15 ft.
Melee +1 trident +14/+9 (1d8+8), claw +9 (1d4+2) bite +9 (1d4+2)
Ranged Javelin +9/+4 (1d6+5)
Space 5 ft.Reach 5 ft
Special Attacks rage (8 rounds/day), weapon training 1 (spears)STATISTICS
Str 18, Dex 12, Con 18, Int 9, Wis 12, Cha 8;
Base Atk +7; CMB +11 ; CMD 22
Feats Dodge, Iron Will, Multiattack, Power Attack, Toughness,
Weapon Focus (trident), Weapon Specialization (trident)
Skills
Languages Draconic
SQ armor training 1, hold breath, fast movement
Gear +1 breastplate, +1 heavy wooden shield, +1 trident, javelin (6),
potion of cure medium wounds
Lizardfolk Chieftain CR11
XP 12800
Lizardfolk (advanced) Oracle 4 Barbarian 2 Rage Prophet 4
N Medium humanoid (reptilian)
Init +3; Senses PerceptionDEFENSE
AC 27, touch 13, flat-footed 24 (+7 natural, +7 Armor, +3 Dex)
hp 141 (12HD, 6d8+2d12+4d10+76)
Fort +14, Ref +5, Will +10
Defensive Abilities uncanny dodge,OFFENSE
Speed 30 ft., swim 15 ft.
Melee +1 vicious greataxe +17/+12 (1d12+10/19-20x3 + 2d6), bite +14 (1d4+3)
Ranged Javelin +12/+7 (1d6+7)
Space 5 ft.Reach 5 ft
Special Attacks rage (11 rounds/day),
Oracle Spells Known (CL 7th)
0 –
1 (5) – 7/day: enlarge person, cure light wounds
2 (3) – 7/day: fog cloud, cure medium wounds,
3 (2) – 5/day: cure serious wounds,STATISTICS
Str 24, Dex 16, Con 20, Int 12, Wis 14, Cha 18;
Base Atk +9; CMB +15 ; CMD 22
Feats Multiattack, Toughness, Weapon Focus (greataxe), Improved Critical (greataxe), Power Attack, Cleave, Iron Will, Combat Reflexes
Skills
Languages Common, Draconic,
SQ hold breath, fast movement, rage power (moment of clarity), battle mystery, oracles curse (tongues), orisons, revelations (combat healer, weapon mastery (greataxe)), savage seer,
spirit guide, rage prophet mystery (), raging healer, indomitable caster, ragecaster
Gear +1 vicious greataxe, +1 breastplate, belt of giant strength +2
I didn't give them skill points and spells yet. Lizardfolks get a +4 racial modifier on acrobatic checks. If you don't like the feats/ragepowers/etc. they got, just take the ones you like. You could add some more gear for more interesting encounters. They have some money left.
The guardians could go barbarian 2 fighter 4 for uncanny dodge and a rage power. Sadly they would miss weapon training this way. They could also go straight fighter (+1 bonus feat) but in my opinion Rage is not only important for combat but also for flavor. They would probably do better with greatswords.
I think the chieftain would be more challenging as a straight battle oracle. There are animal shaman druid variants in the APG but I don't know if your tribe needs a high level shaman. I just like the rage prophet concept as a savage chieftain.
Let me know if you use some of the stats I provided. My group will face a lizardfolk tribe too.