Marshborn

The Marshborn are a type of Lizard Folk, ancient, reptilian humanoids often found in damp, primal environments. This variant of Lizard Folk is found primarily in the wet forests and swamps of The North. Like their southern cousins, the Marshborn are not naturally resistant to the colder climes of these northern regions. However, through generations of harsh adaptation, they have learned to deal with the biting cold, developing a rugged resilience that sets them apart.   While they may not possess the same technical ingenuity or architectural prowess as some of their more advanced kin, the Marshborn are renowned for their cunning and savage instincts. They navigate their swampy territories with an unparalleled stealth, ambushing unsuspecting prey and outwitting those who underestimate their primal intelligence. Though capable of communication and negotiation, approaching a Marshborn tribe requires extreme caution. Their agreements are often laced with trickery, and betrayal is not uncommon if it serves their immediate, brutal advantage. They are known for their physical resilience, natural armor, and deep-seated primal instincts.   Culture: Lizardfolk

Class: Monster

APR: 2 (scaley hide)

Hit Points: 6

Attack: by weapons  

Abilities

Aquatic Adaptation: The Marshborn can hold their breath for long periods. This means that they may cross rivers as well as are immune to airborne poisons and toxins that may affect them. They are unhindered by water-based terrain and can move silently through wetlands.   Rending Bite: Once per encounter, battle, or duel the Marshborn may use Rending Bite. This bypasses light (Level 1) armor. This attack is considered Piercing but only against (Level 1) Light Armor. In play this means that their next attack has this ability and it lasts until it lands, or is blocked by a shield.   Scaly Hide: The Marshborn has tough scaly skin. This gives them an APR equal to 2 (Medium armor). Weapons and abilities with Piercing may bypass this ability.   Swamp Weapon Skills: All Marshborn are trained from shortly after hatching to use spears, sticks and clubs. Due to this Marshborn monster players receive a +1 to damage from short spear, sticks, and clubs.   Entangle: Due to their mastery of the swamps and the plants in it, as well as their shamanic magic. Marshborn may cast the Druid’s entangle ability three times (3x) per encounter, battle, or duel.   Regenerate: Marshborn returns to full health between encounters, duels, or battles. They only need to return to their swamp to do this. This ability can be used in combat but the swamp born must be standing in a “marsh” or “swamp” area for the count of 30 without taking any successful hits.

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