Lizard King with Gongchong (Lizardman)

(Generated 61 times)
Namelist None
Rank Master
Race Lizardfolk Male
Cult rank None
Notes Textured, Blue scales shimmer on the hide of the amphibious Sohleugir, interupted by fin-like ridges rising along the spine. These jagged spikes march from the tip of the three foot tail to the crown of the draconic, snouted head. A transparent, extra lid covers the eye underwater or against dust in the air. The digits of hands and feet bear translucent, claw-like nails. He stand 6'5" tall. Immune to all weapons apart from elemental prime weapons such as the fire swords it arrogantly uses. rank 4 fighter: +1 light armour, +2 to heavy armour AP (factored) +1 Action Point for the purposes of Parrying only. when Parrying, the weapon is treated as 1 grade larger. When Parrying, the weapon is treated as 1 grade larger: large to huge, huge to enormous, and enormous to colossal. Dual Weapon Specialisation: You may use the extra Action Point to Parry 1 additional Attack. You may use the extra Action Point to make 1 additional Attack. This Bonus attack suffers no additional penalty and may achieve any Special Effect normally allowed the main hand weapon. +2 half plate to all locations -3 to SR, no helm however. LUCK: 8 Deathbolt Resist (Evade/Endurance) This spell inflicts 1d6 points of damage per two points of Magnitude. If the target of the spell is killed by this attack, then the target is instantly (failing resistance roll) transformed into a zombie under the control of the caster. The newly animated zombie lasts for one day per point of Magnitude. Exsanguinate Concentration, Resist (Endurance) The spell inflicts horrific injures by rupturing the blood vessels of target’s body causing them to either blacken with contusions and bleed from orifices, or experience surgical cuts across their body. If the target fails to resist, every Combat Action the sorcerer can inflict a random location with an amount of damage according to the spell Intensity. 1–2 1D2+1 3–4 1D4+1 5–6 1D6+1 7–8 1D8+1 9–10 1D10+1 Thicken Blood Autonomous, Resist (Endurance) Thicken Blood slows down the reactions and speed of a victim with a maximum CON of three times the spell’s Intensity. Targets who fail to resist have their number of Combat Actions per round reduced by one. In addition the Initiative of the target is reduced by the Intensity of the spell to a minimum of 1. Vomit Blood Autonomous, Resist (Endurance) The target of this horrific spell who fails to resist the magic begins to vomit profuse quantities of blood. For the duration of the spell they are preventing them from being able to perform any action save helplessly retching. Although the amount of blood is frightening it does not in fact come from the victim and so presents no other harm. A sorcerer may cast Vomit Blood on a target with a maximum SIZ of three times the spell’s Intensity. Weep Blood Autonomous, Resist (Endurance) The sorcerer causes a target to start bleeding into his eyes or similar vision based organs, blinding him for the duration of the spell if he fails to successfully resist. The caster can affect creatures with a maximum SIZ of three times the spell’s Intensity. The copious amounts of blood running from a victim’s eyes can be disconcerting to onlookers unaffected by the magic.
STR 24
CON 23
SIZ 19
DEX 17
INT 20
POW 18
CHA 18
D20Hit locationArmor
01-03 Tail 12
04-05 Right leg 12
06-07 Left leg 12
08-10 Abdomen 12
11-14 Chest 12
15-16 Left Arm 12
17-18 Right Arm 12
19-20 Head 4
Movement 6m (Swim 8 m)
Natural armor Yes

Non-random features

Ability ***Cold-blooded*** One meal a week. Below 15C Strike Rank -6, - 1 AP per round. Below 5C catatonic.
Ability ***Hold Breath*** The creature can hold its breath for extended periods of time. If prepared and remaining fairly static the creature can hold its breath for a number of minutes equal to its CON. This period is halved if the creature is active, such as when swimming or fighting.
Ability ***Swimmer*** Automatically succeeds in everyday moving and manoeuvring whilst swimming unless attempting an unusually difficult task. May substitute the Swim skill for Athletics and Evade rolls whilst in water (RQ6: pg 312-316)
Combat Style Trait ***Do or Die*** Allows dual weapon combinations to use the Flurry special effect, provided that each subsequent attack utilises the alternating weapon. RQ& pg 135

Standard skills

Athletics STR+DEX+60 Brawn STR+SIZ+70 Endurance CON+CON+60
Evade DEX+DEX+50 Locale INT+INT+55 Perception INT+POW+55
Stealth DEX+INT+55 Swim STR+CON+70 Unarmed STR+DEX+55
Willpower POW+POW+60

Magic skills

Invocation INT+CHA+55 Shaping INT+POW+55

Custom skills

Languages (Lizardman - no written form) INT+CHA+55 Passion: irrational fear POW+POW+55 Lore:tactics INT+INT+45
Passion: Evil (Cannibalistic) POW+POW+45

Combat styles

Lizardman Warrior (2 weapon fighter)STR+DEX+75

Weapon options

1-handed weapons

Amount: 4
Bite (100)
Claw (100)
Tail (100)
Fire Sword (x2) (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0
Kite Shield (1)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 1d6 M M - Bleed Y Y 0 0 head
Claw 1h-melee 1d4 M T - Grip, Bleed Y Y 0 0 arm
Tail 1h-melee 1d4 M L - Bash, Stun location Y Y 0 0 tail
Fire Sword (x2) 1h-melee 1d8+1d3+1d10 M M - Bleed N N 12 26

Sorcery spells

Amount: 6
SpellProb.   SpellProb.   SpellProb.
Deathbolt 1 Exsanguinate 1 Raise Undead 1
Thicken Blood 1 Vomit blood 1 Weep blood 1