gooeylouie
First Post
I don't know if this has been converted on this website yet, but the Lizard King in Serpent Kingdoms was nothing like it was in 1st and 2nd editions, so here it is converted based on it's stats in the 2nd edition monstrous manual.
Lizard King
Size/Type: Large Outsider (Native)
Hit Dice: 8d8+16 (48 hp)
Initiative: +5 (+1 dex, +4 improved initiative)
Speed: 40 ft. (8 squares)
Armor Class: 16 (+6 natural, +1 dex, -1 size), tch 10, ff 15
Base Attack/Grapple: +8/+16
Attack: Claw +11 melee (1d6+4) or bite +9 melee (1d8+2) or huge trident +12 melee (3d6+6) or huge trident +9 ranged (3d6+4)
Full Attack: 2 claws +11 melee (1d6+4) and bite +9 melee (1d8+2); or huge trident +12/7 melee (3d6+6) and bite +9 melee (1d8+2); or huge trident +9 ranged (3d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Skewer
Special Qualities: Hold breath, oversized weapon
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 19, Dex 12, Con 15, Int 11, Wis 10, Cha 12
Skills: Balance +15, Bluff +6, Climb +9, Craft (weaponsmithing) + 5, Escape artist +6, Hide +2, Intimidate +10, Jump +18, Listen +6, Move silently +6, Search +6, Sense motive +5, Spot +6, Swim +18
Feats: Multiattack, improved initiative, weapon focus (trident)
Environment: Temperate marshes
Organization: 1 plus 2 or more lizardman tribes and one 7th level priest
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: —
Hold Breath: A lizard king can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Skewer (Ex): If an attack roll made with the lizard king's trident is 5 or more greater than the score needed to hit, the lizard king inflicts double damage (with a minimum of 15 points).
10% of male warriors from all tribes guard the lizard king
Lizard kings speak common, draconic, and abyssal
Lizard King
Size/Type: Large Outsider (Native)
Hit Dice: 8d8+16 (48 hp)
Initiative: +5 (+1 dex, +4 improved initiative)
Speed: 40 ft. (8 squares)
Armor Class: 16 (+6 natural, +1 dex, -1 size), tch 10, ff 15
Base Attack/Grapple: +8/+16
Attack: Claw +11 melee (1d6+4) or bite +9 melee (1d8+2) or huge trident +12 melee (3d6+6) or huge trident +9 ranged (3d6+4)
Full Attack: 2 claws +11 melee (1d6+4) and bite +9 melee (1d8+2); or huge trident +12/7 melee (3d6+6) and bite +9 melee (1d8+2); or huge trident +9 ranged (3d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Skewer
Special Qualities: Hold breath, oversized weapon
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 19, Dex 12, Con 15, Int 11, Wis 10, Cha 12
Skills: Balance +15, Bluff +6, Climb +9, Craft (weaponsmithing) + 5, Escape artist +6, Hide +2, Intimidate +10, Jump +18, Listen +6, Move silently +6, Search +6, Sense motive +5, Spot +6, Swim +18
Feats: Multiattack, improved initiative, weapon focus (trident)
Environment: Temperate marshes
Organization: 1 plus 2 or more lizardman tribes and one 7th level priest
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: —
Hold Breath: A lizard king can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Skewer (Ex): If an attack roll made with the lizard king's trident is 5 or more greater than the score needed to hit, the lizard king inflicts double damage (with a minimum of 15 points).
10% of male warriors from all tribes guard the lizard king
Lizard kings speak common, draconic, and abyssal