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Poison Dusk Lizardfolk Scout

Male Poison Dusk Lizardfolk Scout 1
NE Small Humanoid (Reptilian)
Init +3; Senses Low-Light Vision; Listen +5, Spot +5
Languages Common, Draconic

AC 17 (+3 Dex, +1 Size, +3 Natural), Touch 14, Flat-Footed 14
hp 11 (1 HD)
Fort +3, Ref +5, Will +2
Speed 30 ft.
Melee Claws (x2) melee +2 (1d3+1 + Skirmish) and Bite melee -3 (1d3 + Skirmish)
Ranged Small Shortbow ranged +4 (1d4 + Skirmish)
Base Atk +0; Grp -3
Atk Options Skirmish (1d6), Poison Use
Def Options Dodge, Chameleon Skin
Combat gear Small Shortbow

Abilities Str 12, Dex 17, Con 16, Int 12, Wis 14, Cha 10
SQ Hold Breath (Ex) -- A poison dusk lizardfolk can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Feats Dodge
Skills Balance +9, Climb +3, Escape Artist +5, Hide +15, Jump +8, Knowledge (Dungeoneering) +3, Knowledge (Geography) +4, Knowledge (Nature) +4, Listen +5, Move Silently +6, Search +4, Sense Motive +4, Spot +5, Survival +4, Swim +5
Poison Use -- Poison Dusk Lizardfolk are never at risk when applying poisons to weapons.
Skirmish (Ex) -- A scout deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
Height 3'6; Weight 44 lbs.; Hair None; Skin Green;

CR 1

Encounter Treasure

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Race keywords: Lizardfolk, Lizardfolk, Poison Dusk, Poison Dusk Lizardfolk
Class keywords: Scout
Sourcebooks: Monster Manual, Monster Manual III, Player's Handbook

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