The Dungeon Masters Guild
Bestiary Mythica

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Monsters
by Level

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Bestiary Main

6th Level Monsters

 

Lizardfolk, Greater: by Bob Hall
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Large Humanoid (Reptilian)
Hit Dice: 4d8+8 (26 hp)
Speed: 40 ft. (6 squares), swim 15 ft.
Armor Class: 17 (-1 size, -1 Dex, +6 natural, +2 heavy shield), touch
15, flat-footed 17
Base Attack: +3/+10
Attack: Heavy mace +6 melee (2d6+3) or masterwork sling +3 ranged
(1d6+3)
Full Attack: Heavy mace +6 melee (2d6+3) and bite +4 melee (1d8+1); or
masterwork sling +3 ranged (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Qualities: Greater lizardfolk traits
Saves: Fort +6, Ref +0, Will +2
Abilities: Str 17, Dex 8, Con 15, Int 11, Wis 13, Cha 8
Skills: Balance +2, Craft (leatherwork) +2, Listen +5, Spot +3, Swim
+10.
Feats: Multiattack, Weapon Focus (sling)
Environment: Temperate or warm marshes
Organization: Solitary, gang (2-4), band (6-9 plus 35% noncombatants
plus 1 elder level) or hunting/trading party (6-9 plus 1 elder), or
tribe (21-30 plus 1-3 elders and 3-6 crocodiles)
Challenge Rating: 2 (elder 4)
Treasure: 50% coins, 100% goods, 100% items
Alignment: Usually good
Advancement: By character class
Level Adjustment: +2

Comparable in appearance and behavior to lizardfolk, this race is
distinguished by their larger stature and the prominent spiny,
segmented plates covering their back. Greater lizardfolk are more
intelligent and rational in nature than their lesser brethren, and
prone to think carefully before committing acts of violence. Their
somewhat pacifist nature has earned them respect with good-natured
races such as elves and dwarves. However they are few in numbers and
often reclusive, so only an occasional outsider is aware of their
creditable attributes.

Greater Lizardfolk Traits (Ex): Greater lizardfolk possess the
following racial traits.
-- +6 Strength, -2 Dexterity, +4 Constitution, +2 Wisdom, -2 Charisma.
-- Large Size. -1 penalty to Armor Class, -1 penalty on attack rolls,
-4 penalty on Hide checks, +4 bonus on grapple checks, lifting and
carrying limits double those of Medium characters.
-- Space/Reach: 10 feet/10 feet.
-- A greater lizardfolk's base land speed is 40 feet, and a swim speed
of 15 feet.
-- Racial Hit Dice: A greater lizardfolk begins with four levels of
humanoid, which provide 4d8 Hit Dice, a base attack bonus of +3, and
base saving throw bonuses of Fort +4, Ref +1, and Will +1.
-- Racial Skills: A greater lizardfolk's humanoid levels give it skill
points equal to 7x(2 + Int modifier). Its class skills are Balance,
Listen, Spot, and Swim. Greater lizardfolk have a +4 racial bonus on
Balance and Swim checks, and a +2 racial bonus on Craft
(leatherworking).
-- Racial Feats: A greater lizardfolk's humanoid levels give it two
feats.
-- Weapon and Armor Proficiency: A greater lizardfolk is automatically
proficient with simple weapons and shields.
-- +6 natural armor bonus.
-- Natural Weapons: 2 claws (1d6) and bite (1d8).
-- Special Qualities (see above): Hold breath.
-- Automatic Languages: Common, Draconic. Bonus Languages: Aquan,
Dwarf, Elf.
-- Spell-Like Abilities: 1/day--magic fang, speak with animals
(reptiles only, duration 1 minute). Caster level equals the greater
lizardfolk's class levels.
-- Hold Breath (Ex): A greater lizardfolk can hold its breath for a
number of rounds equal to four times its Constitution score before it
risks drowning.
-- Favored Class: Druid.
-- Level adjustment +2.

The skill modifiers given in the statistics block include a -2 armor
check penalty (-4 on Swim checks) for carrying a heavy shield.

Combat

Greater lizardfolk prefer to fight in swampy ground, where they can
pelt opponents with rocks using their masterfully crafted slings, then
slip away under the surface when a dangerous foe gets uncomfortably
close. They will also ambush their foes from underwater, springing up
onto the ground and hammering away with their heavy mace and vicious
bite.

Greater Lizardfolk Society

Greater lizardfolk can live for significant periods, often lasting up
to several centuries. Elder members of their society are greatly
respected for their knowledge and wisdom, and councils of elders rule
over the settlements. Communities of greater lizardfolk are peaceful
and orderly, with significant importance given to old customs. Those
who are masters of important crafts, as well as the most accomplished
in the druidic arts, are widely respected and often become leaders in
the ruling councils.

Almost all the clans can be found deep in extensive swamps, although a
few will dwell in inaccessible caves along lake shores or rocky
islands. Their dwellings are typically air-filled domes with an
underwater entrance. The interior of these domes is artfully decorated
in a manner that even a dwarf might envy, and the structure is
remarkably solid and resilient. The tops of these domes become cove
red in wild growths, forming islands among the marshes. Often
travellers through the swamps may rest upon these islands, not even
aware that they are inhabited.

The greater lizardfolk are skilled fishermen, and have learned to
domesticate various swamp-dwelling denizens which they harvest for
their meat and hides. They are highly skilled in the manufacture of
leather hides, producing much-sought items through means known only to
the craftsmen. Among these are supple leather skins that can be used
as water-proof writing materials using special inks. They are also
skilled in the arts of pottery, underwater masonry, and forging metals
that do not rust in water. When trading with other races, they seek
items that will fare well in their swamp domain, such as ivory, gem
stones, durable hardwoods, and glasses.

Greater Lizardfolk As Characters

Where their peaceful nature is known, greater lizardfolk are accepted
into civilized society as traders and scholars. But their reptilian
appearance unnerves many folk, often leading to intolerance. So their
preference is for their native swamps and marshes, where they often
interact with outsiders visiting on boats. Most greater lizardfolk
leaders are druids or experts. A greater lizardfolk cleric has access
to two of the following domains: Animal, Good, Plant, or Water.

 

Silver Keltrikk by: JR Barbier

edition: Third
Frequency: Very Rare
appearing : Solitary (1), Team (3-10), Hive (100-5,000)
AC: 19 (+4 Dex, +5 Natural)
move: 50ft, climb 30ft.
HD: 6d8+3 (30 hp)
treasure: Standard Items; 50% Goods; No Coins
attacks: 2 claws +8
damage: 1d6+3
special att: Rend, Mental Attack
Intelligence: Very
Alignment: Neutral Evil
Size: Medium

Description: Silver Keltrikks resemble a humanoid lizard man with smooth, silvery grey skin that is almost reflective in subtle lighting.

Silver Keltrikks are independantly intelligent, yet colony based creatures. They build winding hives in the depths of the UnderDark. These three-dimensional mazes would be impossible to inhabit if not for their near-indestructable spikes that protrude from thier feet. These spikes are actually elongated bones that grow straight from the foot. Using these spikes in any relatively soft materials (including most metals) allows the Keltrikk to travel as fast as any normal creature while climbing in any direction.

Combat

Keltrikks are essentially harmles if you are not disturbing them, and they are not looking for food. If they are a team sent out to hunt, or if they view you as a threat to the hive, they attack from a distance at first with thier Mental Attack and then attack swiftly on foot.
Rend (Ex): A Keltrikk attacks with two claws. If both claws hit the same foe in the same round, the two rear claws (1d8+3 each) automatically hit as well.
Mental Attack (Ex): Each round a Silver Keltrikk may attack one foe mentally if not engaged in physical combat. Damage 1d10+1 mental trauma (Will negates DC 12). If save fails, make a Fortitude save (DC [Damage dealt]). If fortitude save is failed, the target is stunned (DMG pg 85) for one full round.

Keltrikk Qualities
Hive Mind (Ex): Silver Keltrikks are telepathically linked to one another as per the spell detect thoughts, up to a distance of half a mile. Also, all Silver Keltrikks within 50ft of each other may share Will saves and all take the best result. Any Silver Keltrikk not involved in combat may simply watch another Keltrikk in battle and send suggestions. If this occurs, the fighting Keltrikk gains a +1 accuracy bonus to attack rolls, +1 dodge bonus to AC, and cannot be flanked.

Abilities: Str16, Dex 18, Con 13, Int 14, Wis 14, Cha 8
Saves: Fort +2, Ref +6, Will +6
Skills: Climb +18, Hide +6, Spot +3, Balance +9
Feats: Alertness, Spring Attack

Special Qualities: Darkvision (60ft), Hive Mind