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Lizardman Chieftain CR 7

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Lizardman Chieftain CR 7Edit

Male lizardfolk fighter 3/druid 2
LN Medium humanoid (reptillian)
Init -1; Senses Listen +2, Spot +2
Languages Common, Draconic


AC 23, touch 10, flat-footed 23
hp 50 (7 HD)
Fort +11, Ref +5, Will +8


Spd 30 ft
Base Atk +5; Grp +8
Melee 2 claws +8 (1d6+3) and bite +6 (1d4+1) or +1 club +9 (1d6+3) and bite +6 (1d4+1)
Ranged javelin +4 (1d6+3)
Atk Options Cleave, Power Attack
Combat Gear potion of owl's wisdom, 2 potions of cure light wounds,
Spells Prepared (CL 2nd):

1—cure light wounds, entangle (DC 15), produce flame
0—cure minor wounds, detect magic, guidance, resistance


Abilities Str 16, Dex 8, Con 16, Int 7, Wis 15, Cha 13
SQ hold breath, nature sense, wild empathy +3, woodland stride
Feats Cleave, Combat Casting, Improved Natural Attack (claws), Multiattack, Power Attack.
Skills Balance +9, Concentration +4 (+8 casting on the defensive), Heal +3, Jump +9, Knowledge (nature) +0, Survival +3, Swim +11
Possessions combat gear, +3 heavy shield, bracers of armor +3, cloak of resistance +2, +1 club, ring of protection +1, 139 gp


Hold Breath (Ex): Can hold its breath for 64 rounds before it risks drowning.
Woodland Stride (Ex): May move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

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