Silt Runners

Silt Run.

Can move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.

Lvl 1/3 small lizardfolk Minion

15
  • Claw.

    1d6 slashing (minion rules).

Lvl 2 lizardfolk

1532
Tribe Control.

Can force other Silt Runners to Interpose for him. When another Silt Runner attacks during its Move, it adds 2 to the damage.

Choose one.
  • Claws.

    1d6+1 slashing, then...

  • Bite.

    1d6+6 piercing, on crit: gain half that in temp HP.

Lvl 5 small lizardfolk

1560
Choose either of the first two, then Silt Blessing.
  • Mind Claws.

    (Range 8) 2d6+4 slashing, on damage: Taunted.

  • Heavy Bite.

    1d6+10 piercing, WIL DC 13 or Slowed for 1 minute.

  • Silt Blessing.

    (Reach 2, Silt Runner only, concentration) the creature gains an aura with Reach 4: it provides Cover and ignores difficult terrain. When it Moves, every square traversed becomes silt as well.