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Lizardfolk Skyterror

Level 1 Platoon Harrier · Draw Steel Monsters v1

Lizardfolk Skyterror

Level 1 Platoon Harrier
Humanoid, Lizardfolk EV 6
Size
1S
Speed
7
Stamina
30
Stability
0
Free Strike
3
Immunity: Weakness:
Movement: Swim
M +1
A +2
R 0
I 0
P +1
Glaive Rush 2d10 + 2
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 1 ◎ One creature or object
≤11 5 damage
12–16 7 damage
17+ 9 damage; prone
Effect: If the skyterror is flying, they shift up to 4 squares.
Poison Blow Dart 2d10 + 2
Ranged, Strike, Weapon ◎ Main action
⚔ Ranged 5 ◎ One creature or object
≤11 3 damage; M<0 weakened (save ends)
12–16 5 damage; M<1 weakened (save ends)
17+ 7 damage; M<2 weakened (save ends)
Effect: Any creature who ends their turn adjacent to a target weakened this way is weakened until the end of their next turn.
Glider
Whenever the skyterror moves 2 or more squares along the ground or falls 2 or more squares, they can fly until the end of their next turn.
Reptilian Escape
While the skyterror 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.