The savage continent of Tarakona, where draconic races battle for supremacy!
What the lizardling empire lacks in creativity it makes up for in training. Its archers can do terrible damage with their short bows. This is important, as they’re trained to maneuver around the rear of the battlefield and do damage from afar. A single good hit can take out an archer, but it can do considerable damage before that.
Archers always remain organized into a unit under a Commander (statted out separately), who strides into combat and calls orders back to its unit.
Text version of stat block, suitable for use in Homebrewery:
Lizardling Archer
Small humanoid, lawful
- Armor Class 13
- Hit Points 10 (2d8 + 2)
Speed 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:—:|:—:|:—:|:—:|:—:|:—:|
|8 (-1)|14 (+2)|10 (+0)|14 (+2)|12 (+1)|8 (-1)|
- Proficiency Bonus +2
- Skills History +4, Perception +2
- Senses darkvision 60 ft., passive Perception 11
- Languages Draconic
Challenge 1/4 (50 XP)
Bow Training. The lizardling deal an extra +2 damage on ranged attacks, and their range increases by 20 feet.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 100/340 feet, one target. Hit: 8 (1d8+4) damage.
Tactics
Archers keep to the absolute rear of combat, even scrambling away from approaching attackers to stay at range. Archers are always organized into a unit under a Commander, who typically orders them to attack a single foe at a time.
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