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Za'uri High Priest Solitary, Magical, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Hoarder Storm-Infused Obsidian Double-Bladed Sword (b[2d10+6] damage 2 piercing) 18 HP 6 armor Close, Reach, Near, Forceful, Messy, Ignores Armor Special Qualities: Amphibious, Armored Scales, Prehensile Tail, Glyph of Protection, Grlyph of Strength, Chosen of the Storm Instinct: to Remake our once great Empire
- Take off their limbs, take them apart piece by piece
- Control the Weather
- Channel the pure power of the storm
- When they think they get to feel the release of death, Tear out their heart and show it to them
- Ride Zah'Bo into battle
- Call on the Covenant
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Qa'Tor Solitary, Large, Organized, Intelligent, Hoarder, Terrifying (w[2d12+4] damage 1 piercing) 16 HP 3 armor Reach, Forceful Special Qualities: Amphibious, Plated Skin, Enormous mass of muscle Qa'ter, or "Strong Ones", are hulking humanoid lizards, who look much like if a crocodile decided to grow actual arms and legs, turn its head and stand up straight - and it also grew to twice its original size. Fittingly dubbed "crocmen" by the colonists, the Covenant mostly uses them as brute force laborers - many theorize that without them, their giant temple-pyramids would be night impossible to build. Instinct: to be left alone
- Sit around Lazily until disturbed
- roar for help
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Za'uri Guardian Group, Magical, Stealthy, Divine, Devious, Organized, Intelligent, Hoarder Obsidian Glaive (b[2d8+4] damage 2 piercing) 12 HP 5 armor Close, Reach Special Qualities: Amphibious, Armored Scales, Prehensile Tail, Glyph of Protection, Mark of the Storm Instinct: to Protect the Source
- Stand Guard
- Divide and Conquer
- Channel a crack of lightning into them
- Channel the power of the storm into their Glaives
- Channel a magical pulse that attracts nearby lizardmen quickly
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Za'uri Cavalry Group, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Hoarder Obsidian Javelin (b[2d8] damage 2 piercing) 8 HP 3 armor Close, Reach, Near Special Qualities: Amphibious, Armored Scales, Prehensile Tail Instinct: to Serve the Temple
- Ride a mount into battle
- Jump off mount and split off into different directions
- Attack and then abuse superior speed; Hit and run
- Send a few lizards back to get help
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Za'uri Group, Stealthy, Divine, Devious, Organized, Intelligent, Cautious, Hoarder Macuahuitl and shield (d8+2 damage 2 piercing) 8 HP 4 armor Close Special Qualities: Amphibious, Armored Scales, Prehensile Tail Instinct: to Serve the Temple
- Fight Dirty and ruthlessly
- Lead them into an ambush
- Fight in tandem with allies, set em up and knock em down
- Send a few lizards back to get help
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Za'lamn Horde, Small, Stealthy, Devious, Organized, Hoarder Bow and Spear (d6 damage 1 piercing) 3 HP 1 armor Close, Near, Far Special Qualities: Amphibious, Scaled Hide, Cold-Blooded The Za'lamn, or "inferior ones", are the smallest species among the Convenant of Lizardmen. In their Temples, they serve the most menial of positions - thralls, fishermen, the crafting of obsidian, lighting fires, and so forth. They are the foresmost lizardmen that are sacrificed when no other races are available. In battle, they are used as chaff, glorified bodyshields whose purpose is to take hits so the superior lizardmen don't have to. But make no mistake, these "little lizards" can be an incredible threat if you don't have an army around you. Their poisoned arrows will shoot you in the back before you realize you're even in their territory, and after they scurry off you will die a slow death by poison and infection.
Instinct: to Serve the Temple- Attack from ambush
- Quickly disappear after striking
- Fill them with poisoned arrows
- Send a few lizards back to get help
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Giant Gecko Group Gecko Chomp (d8 damage) 6 HP 2 armor Close Giant gecko's are curious, chirping lizard of prodigious size. They interact well with more intelligent beings and are often tamed as mounts. Instinct: To eat
- Climb walls
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Arcane Elemental Solitary, Magical, Intelligent, Amorphous Arcana Blast (d10 damage) 15 HP 5 armor Close, Ignores Armor, Near, Far Special Qualities: Immune to magic, Flight Arcane elementals form from the raw magical energy of the world. They have little interests beyond adding more to their mass and what little personality they do have beyond that seems to swing rapidly from one extreme to the next. Instinct: To consume magic
- Absorbs magical energy
- Cast random magic
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Dragonstruct Guardian Solitary, Huge, Cautious, Construct Rending Claws (d10+7 damage 2 piercing) 28 HP 4 armor Reach, Forceful Special Qualities: Flight, Construct Dragonstruct Guardian are flying constructs that is designed to utilize many of the physical qualities of dragons. They engage intruders in brutal melee combat, tearing them apart with artificial claws. Instinct: Guard the interest of dragons
- Haul offenders away effortlessly