|Fire Cult Lizardfolk
Fire-infused lizardfolk ranger 2
N Medium humanoid (fire, reptilian)
Init +3; Senses Perception +6
AC 25, touch 16, flat-footed 22 (+4 armor, +3 deflection, +3 Dex, +5 natural)
hp 30 (4 HD; 2d8+2d10+10); fire healing
Fort +8, Ref +6, Will -1
Defensive Abilities elemental body; Immune fire
Weaknesses vulnerability to cold
Speed 30 ft., swim 15 ft., firewalk
Melee mwk heavy mace +6 (1d8+2 plus 1d6 fire), claw +3 (1d4+1 plus 1d6 fire), bite +3 (1d4+1 plus 1d6 fire)
Ranged mwk iron longbow +8 (1d8+2/x3 plus 1d6 fire)
Special Attacks breath weapon (30-ft. cone, 2d6 fire damage, Reflex DC 14 half, usable every 1d4 rounds), favored enemy (fire outsider +2), heat (1d6 fire)
Before Combat The lizardfolk drink their potions of shield of faith as soon as they notice anyone approaching from the north or east. Two operate the ballista, while the other two use longbows against attackers. They use their breath weapon on the first round of melee combat.
Morale These lizardfolk fight to the death.
Str 14, Dex 17, Con 14, Int 10, Wis 8, Cha 12
Base Atk +3; CMB +5; CMD 21
Feats Multiattack, Quick DrawB, Rapid Shot, Weapon Focus (longbow)
Skills Acrobatics +7, Perception +6, Survival +6 (+6 track), Swim +17; Racial Modifiers +4 Acrobatics
Languages Draconic, Ignan
SQ elemental body, hold breath, track +1, wild empathy +3
Combat Gear potion of cure moderate wounds, potion of shield of faith +3; Other Gear masterwork chain shirt, masterwork heavy mace, masterwork iron longbow (+2 Str)
Elemental Body (Ex)
A fire cult lizardfolk has a 25% chance to ignore the effects of poison, paralysis, sleep, stunning, or additional damage caused by sneak attacks and critical hits.
Fire Healing (Ex)
A fire cult lizardfolk heals 1 hit point for each full round it is in contact with fire. When struck by a magical fire effect, it heals a point of damage per 10 points of damage the fire effect would have otherwise dealt.
A fire cult lizardfolk can climb an object on fire as though it had a 30-foot climb speed. It can fly at a speed of 30 feet with perfect maneuverability so long as it’s in contact with fire. It can walk on top of fire as if walking on air with an air walk spell.
Hold Breath (Ex)
A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.