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 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.