Terror Lizardfolk Ranger 3 CR 4
AC 19, touch 12, flat-footed 17 (+1 armor, +2 Dex, +5 natural, +1 shield)
hp 40 (5 HD; 2d8+3d10+15)
Fort +9, Ref +5, Will +1
Defensive Abilities negative energy absorption; Immune fear effects, poison
Speed 30 ft., swim 15 ft.
Melee mwk morningstar +7 (1d8+2 plus poison) or mwk morningstar +3 (1d8+2 plus poison), mwk morningstar +3 (1d8+1 plus poison), bite +6 (1d4+2)
Ranged javelin +6 (1d6+2)
Special Attacks favored enemy (human +2)
Str 15, Dex 15, Con 17, Int 7, Wis 10, Cha 12
Base Atk +4; CMB +6; CMD 18
Feats Endurance, Multiattack, Quick Draw, Two-Weapon Defense, Two-Weapon Fighting
Skills Acrobatics +10, Knowledge (nature) +5, Perception +7 (+9 swamp), Stealth +9 (+11 swamp), Swim +14; Racial Modifiers +4 Acrobatics
SQ favored terrain (swamp +2), hold breath, track +1, wild empathy +4
Combat Gear waters of the Whispering River (5 doses; Other Gear bracers of armor +1, javelins (3), masterwork morningstars (2), 31 gp
A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Terror creatures heal 1 hit point of damage for every 3 points of damage that negative energy attacks would otherwise deal. They get no saving throw against negative energy attacks.
Environment temperate swamps
Organization solitary, pair, band (3–12), or tribe (13–60)
Treasure see above
Terror lizardfolk are ordinary lizardfolk that have been twisted by a connection to the Negative Energy Plane.They are a little bigger than their ordinary cousins, are completely black, and often display some sort of mutation. Some have bulbous, weeping humps on their backs; some drool disgusting black ichor; some have two or more vestigial limbs sticking out from unlikely places such as their backs or bellies; a few simply appear to be larger than normal lizardfolk, though their insides are a twisted version of a normal lizardfolks would be, with multiple redundant organs, extra blood, or black, cancerous masses that pulse and ooze.