Humanoid, Lizardfolk
EV 6
Immunity: —
Weakness: —
Movement: Swim
Might
+1
Agility
+2
Reason
0
Intuition
0
Presence
+1
◆
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.
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.