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<blockquote data-quote="DracoSansdrake" data-source="post: 9709" data-attributes="member: 1281"><p>Saurose </p><p>Large Monstrous Humanoid</p><p>Hit Dice: 5D8</p><p>Initiative: </p><p>Speed: 30'</p><p>AC: 15 (-1 Size; +1 Dex; +5 Natural)</p><p>Attacks: 2 Slams; Tail Slap</p><p>Damage: Slam 1D8; Tail Slap 1D10</p><p>Face/Reach: 5 ft. by 5 ft. / 10 ft.</p><p>Special Attacks: Rage</p><p>Special Qualities: Scent</p><p>Saves: Fort ,Ref , Will </p><p>Abilities: Str 21, Dex 12, Con 19, Int 13, Wis 10, Cha 13</p><p>Skills: Listen +8, Spot +14, Wilderness lore +14</p><p></p><p>Climate/Terrain: Warm forest, hill, plains and marsh</p><p>Organization: Solitary, pair, or herd (3-10)</p><p>Challenge Rating: </p><p>Treasure: Standard</p><p>Alignment: Usually Lawful Neutral</p><p>Advancement: By Class (Monk Prefered)</p><p></p><p> A male Saurose stands just over 10 feet tall and weighs about 1250 pounds with females being 15% as big. Its body resembles a Lizardfolk, save for the long sauropod-like neck and elephant-like feet. Their eyes are red or gold with black, vertical slit pupils. Its skin is gray-green, striped with dark green and brown swirls. A Saurose smells of wet vegetation.</p><p></p><p>COMBAT </p><p> Rage (Ex): 1/day—If a Saurose's mate is attacked, a male saurose will fly into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. The enraged saurose gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily. Female saurose can also fly into a berserk rage if their young are attacked.</p><p></p><p>A non-Saurial Humanoid Dinosaur.</p><p></p><p>******</p><p>Lizard King </p><p>Large Monstrous Humanoid (Reptilian)</p><p>Hit Dice: 5D8</p><p>Initiative: </p><p>Speed: 30'</p><p>AC: 16 (-1 Size; +7 Natural)</p><p>Attacks: 2 Claws; Bite; Tail Lash</p><p>Damage: Claw 1D6; Bite 1D6; Tail Lash 1D8</p><p>Face/Reach: 5 ft. by 5 ft. / 10 ft.</p><p>Special Attacks: Charm Reptiles</p><p>Special Qualities: Scent; Low Light Vision; Darkvision</p><p>Saves: Fort +4, Ref +5, Will +5</p><p>Abilities: Str 21, Dex 10, Con 17, Int 13, Wis 10, Cha 14</p><p>Skills: Balance +12;Jump +17;Swim +16;Intimidate +10</p><p></p><p>Climate/Terrain: Temperate & Warm Marsh</p><p>Organization: Solitary; Pair; Band (1-3 + 6-10 Normal Lizard Folk+ 50% Non-Combatants); Or Tribe (1-4 + 50-100 Normal Lizard Folk +50% noncombatants + 30-40 Giant Lizards)</p><p>Challenge Rating: 5</p><p>Treasure: Double Standard</p><p>Alignment: Usually Neutral Evil</p><p>Advancement: By Class (Druid Preferred)</p><p></p><p>Lizardfolk are primitive reptilian humanoids that can be very dangerous if provocked. Lizard Kings are a subrace of Lizardfolk rumored to be descended from a half dragons centuries ago.</p><p></p><p>Lizard Kings are larger then standard Lizardfolk, standing 8-9' tall with Green, Black or Red scales. Unlike normal lizardfolk they are fully carnivorous, only eating plants if there's no other option. They tend to lead the advanced tribes more often then the primitive tribes, an advanced tribe has a 25% chance to be lead by a family of Lizard Kings. </p><p></p><p>COMBAT </p><p>Charm Reptiles (Sp): Usable 3/D. It operates as a mass charm ability save it only works on reptilian creatures and reptilian humanoids. The Lizard King can communicate with any charmed creature as if via a Speak with Animals Spell.</p><p></p><p>My take on the Lizard King</p><p>**********</p><p>Giant Lizardfolk </p><p>Huge Monstrous Humanoid (Reptilian)</p><p>Hit Dice: 15D8</p><p>Initiative: </p><p>Speed: 40'; Swim 30'</p><p>AC: 18 (-2 Size; +10 Natural)</p><p>Attacks: 2 Claws or Huge Great Club; Bite; Tail Slap</p><p>Damage: Claw 2D6 or 2D6; Bite 2D8; Tail Slap 2D6</p><p>Face/Reach: 10 ft. by 10 ft. / 15 ft.</p><p>Special Attacks: Frightful Presence (Range of 30', Duration 5D6 Rounds. DC is 16)</p><p></p><p>Special Qualities: Lowlight Vision; Dark Vision 60'; Scent</p><p>Saves: Fort ,Ref , Will </p><p>Abilities: Str 29, Dex 10, Con 21, Int 7, Wis 10, Cha 9</p><p>Skills: Balance ; Jump ; Swim</p><p></p><p>Climate/Terrain: Any warm Marsh* or Jungle*</p><p>Organization: Solitary, Tribe(1d6+1) and 1d4 Giant Crocodiles (1D6 Huge Lizards if in a Jungle)</p><p>Challenge Rating: </p><p>Treasure: 50% Standard</p><p>Alignment: Usually True Neutral</p><p>Advancement: By Class (Shaman Prefered)</p><p></p><p>Lizardfolk are primitive reptilian humanoids that can be very dangerous if provocked. Lizard Kings are a subrace of Lizardfolk rumored to be descended from a half dragons centuries ago.</p><p></p><p>Lizard Folk Giants are far larger then standard Lizardfolk, standing 17-18' tall with Brown, Tan or pale gray scales. Unlike normal lizardfolk they are fully carnivorous, only eating plants if there's no other option. They are rarely (15%) leading a tribe of standard Lizardfolk.</p><p></p><p></p><p>COMBAT </p><p></p><p>Any help anyone's like to provide for this one would be welcome</p><p>*********</p><p></p><p>Will post more as soon as they are converted.</p></blockquote><p></p>
[QUOTE="DracoSansdrake, post: 9709, member: 1281"] Saurose Large Monstrous Humanoid Hit Dice: 5D8 Initiative: Speed: 30' AC: 15 (-1 Size; +1 Dex; +5 Natural) Attacks: 2 Slams; Tail Slap Damage: Slam 1D8; Tail Slap 1D10 Face/Reach: 5 ft. by 5 ft. / 10 ft. Special Attacks: Rage Special Qualities: Scent Saves: Fort ,Ref , Will Abilities: Str 21, Dex 12, Con 19, Int 13, Wis 10, Cha 13 Skills: Listen +8, Spot +14, Wilderness lore +14 Climate/Terrain: Warm forest, hill, plains and marsh Organization: Solitary, pair, or herd (3-10) Challenge Rating: Treasure: Standard Alignment: Usually Lawful Neutral Advancement: By Class (Monk Prefered) A male Saurose stands just over 10 feet tall and weighs about 1250 pounds with females being 15% as big. Its body resembles a Lizardfolk, save for the long sauropod-like neck and elephant-like feet. Their eyes are red or gold with black, vertical slit pupils. Its skin is gray-green, striped with dark green and brown swirls. A Saurose smells of wet vegetation. COMBAT Rage (Ex): 1/day—If a Saurose's mate is attacked, a male saurose will fly into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. The enraged saurose gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily. Female saurose can also fly into a berserk rage if their young are attacked. A non-Saurial Humanoid Dinosaur. ****** Lizard King Large Monstrous Humanoid (Reptilian) Hit Dice: 5D8 Initiative: Speed: 30' AC: 16 (-1 Size; +7 Natural) Attacks: 2 Claws; Bite; Tail Lash Damage: Claw 1D6; Bite 1D6; Tail Lash 1D8 Face/Reach: 5 ft. by 5 ft. / 10 ft. Special Attacks: Charm Reptiles Special Qualities: Scent; Low Light Vision; Darkvision Saves: Fort +4, Ref +5, Will +5 Abilities: Str 21, Dex 10, Con 17, Int 13, Wis 10, Cha 14 Skills: Balance +12;Jump +17;Swim +16;Intimidate +10 Climate/Terrain: Temperate & Warm Marsh Organization: Solitary; Pair; Band (1-3 + 6-10 Normal Lizard Folk+ 50% Non-Combatants); Or Tribe (1-4 + 50-100 Normal Lizard Folk +50% noncombatants + 30-40 Giant Lizards) Challenge Rating: 5 Treasure: Double Standard Alignment: Usually Neutral Evil Advancement: By Class (Druid Preferred) Lizardfolk are primitive reptilian humanoids that can be very dangerous if provocked. Lizard Kings are a subrace of Lizardfolk rumored to be descended from a half dragons centuries ago. Lizard Kings are larger then standard Lizardfolk, standing 8-9' tall with Green, Black or Red scales. Unlike normal lizardfolk they are fully carnivorous, only eating plants if there's no other option. They tend to lead the advanced tribes more often then the primitive tribes, an advanced tribe has a 25% chance to be lead by a family of Lizard Kings. COMBAT Charm Reptiles (Sp): Usable 3/D. It operates as a mass charm ability save it only works on reptilian creatures and reptilian humanoids. The Lizard King can communicate with any charmed creature as if via a Speak with Animals Spell. My take on the Lizard King ********** Giant Lizardfolk Huge Monstrous Humanoid (Reptilian) Hit Dice: 15D8 Initiative: Speed: 40'; Swim 30' AC: 18 (-2 Size; +10 Natural) Attacks: 2 Claws or Huge Great Club; Bite; Tail Slap Damage: Claw 2D6 or 2D6; Bite 2D8; Tail Slap 2D6 Face/Reach: 10 ft. by 10 ft. / 15 ft. Special Attacks: Frightful Presence (Range of 30', Duration 5D6 Rounds. DC is 16) Special Qualities: Lowlight Vision; Dark Vision 60'; Scent Saves: Fort ,Ref , Will Abilities: Str 29, Dex 10, Con 21, Int 7, Wis 10, Cha 9 Skills: Balance ; Jump ; Swim Climate/Terrain: Any warm Marsh* or Jungle* Organization: Solitary, Tribe(1d6+1) and 1d4 Giant Crocodiles (1D6 Huge Lizards if in a Jungle) Challenge Rating: Treasure: 50% Standard Alignment: Usually True Neutral Advancement: By Class (Shaman Prefered) Lizardfolk are primitive reptilian humanoids that can be very dangerous if provocked. Lizard Kings are a subrace of Lizardfolk rumored to be descended from a half dragons centuries ago. Lizard Folk Giants are far larger then standard Lizardfolk, standing 17-18' tall with Brown, Tan or pale gray scales. Unlike normal lizardfolk they are fully carnivorous, only eating plants if there's no other option. They are rarely (15%) leading a tribe of standard Lizardfolk. COMBAT Any help anyone's like to provide for this one would be welcome ********* Will post more as soon as they are converted. [/QUOTE]
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