Lizardfolk Shellguard

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Lizardfolk Shellguard token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Lizardfolk Shellguard

Level 1 Minion Defender
Humanoid, Lizardfolk EV 3
  1. 1L Size
  2. 5 Speed
  3. 6 Stamina
  4. 1 Stability
  5. 1 Free Strike
Immunity Weakness
Movement Swim With Captain +2 bonus to Stamina
  1. Might

    2
  2. Agility

    1
  3. Reason

    0
  4. Intuition

    0
  5. Presence

    0
  1. Shield Smash 2d10 + 2 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 1 x One creature or object per minion
    ! 1 damage @ 2 damage # 3 damage
    Effect:

    The target takes a bane on their next strike.

  2. Reptilian Escape

    While the shellguard 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.

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Lizardfolk Malice


  1. Net Trap 3 Malice

    1. Area, Ranged, Weapon Maneuver
      o 1 cube within 3
      x Special
    2. Effect:

      A lizardfolk acting this turn sets up a net trap into the area. The first time an enemy steps into a square with a net trap, they make an Agility test. If the creature was unaware of the trap, they take a bane on the test.

    3. ! Restrained (save ends) @ Restrained (EoT) # No effect
    4. Effect:

      Any creature not also restrained by a net trap who is adjacent to a creature restrained by the trap can free them as a maneuver.

  2. Water Pit 5 Malice

    1. A lizardfolk acting this turn unearths a magical size 2 pit that is 2 squares deep and filled with water. Any lizardfolk who moves into, then exits the pit on their turn gains 10 temporary Stamina, regrows their tail if applicable, and ends one effect on them that can be ended by a saving throw. While adjacent to the pit, any creature who can burrow or who has the Nature skill can make a Might test or a Reason test to drain it.

    2. ! The creature falls into the pit and is knocked prone @ The creature fails to empty the pit # The pit empties of water
  3. Flood the Shores 7 Malice

    1. Waist-high water floods the entire encounter map. Any lizardfolk submerged in water gains an edge on abilities and doubles their speed while swimming. If there are no open water pits on the encounter map, the water drains away at the end of the round.

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