Lizardfolk Skyterror
Level 1 Platoon Harrier- 1S Size
- 7 Speed
- 30 Stamina
- 0 Stability
- 3 Free Strike
Might
1Agility
2Reason
0Intuition
0Presence
1
Glaive Rush 2d10 + 2 Signature Ability
Melee, Strike, Weapon Main Actiono Melee 1 x One creature or object! 5 damage @ 7 damage # 9 damage; proneEffect:If the skyterror is flying, they shift up to 4 squares.
Poison Blow Dart 2d10 + 2
Ranged, Strike, Weapon Main Actiono Ranged 5 x One creature or object! 3 damage; M < 0 weakened (save ends) @ 5 damage; M < 1 weakened (save ends) # 7 damage; M < 2 weakened (save ends)Effect:Any creature who ends their turn adjacent to a target weakened this way is weakened until the end of their next turn.
Glider
Whenever the skyterror moves 2 or more squares along the ground or falls 2 or more squares, they can fly until the end of their next turn.
Reptilian Escape
While the skyterror has a tail, whenever they are grabbed, prone, slowed, or weakened, they can lose their tail to immediately end that condition, then shift up to 2 squares.