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Lizardman

Adversaries Designed by George Zochios • Art by Miro Haverinen

Adversary overview

Long ago, before men took the dungeons as their own, there dwelled a different race in the black

The Lizardmen are a race of reptilian humanoids in the world of Fear & Hunger. Apparently dwelling in the dungeons for many years before humans delved inside the location, they are fearsome and heavily armed opponents to adventurers who happen to face them.

Stat block

Tier
2
Type
Bruiser
Difficulty
15
HP
6
Stress
3
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
13
Major Damage — Mark 2 HP Major
Mark 2 HP
26
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Crude Sword
Range: Melee
Damage: 2d10+3
Attack Mod: +2
Damage Type: Physical

Features

Passives

Actions

  • Poisoned tongue

    Make an attack agaist a PC in mellee range. On a hit they take 2d12 physical damage and they become poisoned. While poisoned they take 1d12 physical damage each time they make an action, until they succeed on a Strength or Knowledge 12 action roll

  • Tail swipe
    fear 1

    Spend a Fear to tail swipe all PCs in very close range. The PCs must make a Strength or Finesse 12 reaction or take 2d6 and be knocked prone.

  • Exploit weakness
    stress 1

    Mark a stress to spotlight the Lizardman as an additional GM move, and make a Crude Sword attack agaist a PC in mellee that is prone or poisoned

Reactions

Motives & tactics

Hunt Prey Torture Humans Show off moves Poison tongue Topple

Experiences

  • Smell Prey +2
  • Display Fighting Moves +2

Lizardman

Tier 2 bruiser

Long ago, before men took the dungeons as their own, there dwelled a different race in the black

Motives & Tactics: Hunt Prey, Torture Humans, Show off moves, Poison tongue, Topple

Difficulty: 15 | Thresholds: 13/26 | HP: 6 | Stress: 3

ATK: +2 | Crude Sword: Melee | 2d10+3 Physical

Experience: Smell Prey +2, Display Fighting Moves +2

HP:

STRESS:

Features

Poisoned tongue - Action: Make an attack agaist a PC in mellee range. On a hit they take 2d12 physical damage and they become poisoned. While poisoned they take 1d12 physical damage each time they make an action, until they succeed on a Strength or Knowledge 12 action roll
Tail swipe - Action: Spend a Fear to tail swipe all PCs in very close range. The PCs must make a Strength or Finesse 12 reaction or take 2d6 and be knocked prone.
Exploit weakness - Action: Mark a stress to spotlight the Lizardman as an additional GM move, and make a Crude Sword attack agaist a PC in mellee that is prone or poisoned

Discussion

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