Chavakuth CR 11
Lizardfolk, Druid 10NE Medium Humanoid Ref (Reptilian)
Initiative , Senses Listen +4, Spot +4
AC 24 FF 24 Touch 11 (-1 Dex, +5 natural)
hp 78 (12 HD)
Fort +9 Ref: +5 Will: +9
Speed 20ft
Melee Club / (/x2) and
Melee Bite (/x2)
Ranged Javelin (/19-20 x2)
Base Atk +8, Grp 10
Combat Gear Potion of cure light wounds, scroll of bless, scroll of sanctuary, wand of cure light wounds
Space/Reach 5 ft./5 ft.
Druid Spells 6/5/5/3/3/2 DC 12+ spell level, CL 10
5th - Wall of fire, baleful
4th - Dispel magic, ice storm, energy immunity
3rd - Call lightning, protection from energy, spike growth
2nd - Align fang, bark skin, bears endurance, fog cloud, resist energy
1st - Entangle, endure elements, lesser vigor, produce flame, camouflage
Cantrips - Detect Poion, light, guidance, cure minor wounds, cure minor wounds, create water
Abilities Str 14(+2)Dex 8(-1)Con 15(+2)Int 8(-1)Wis 15(+2)Cha 14(+2)
Feats Mulitattack, Scribe Scroll, Spell Focus (conjuration), Augment Summoning, Natural Spell, Energy Substitution (acid)
Skills Balance +5, Concentration +4, Craft(Alchemy) +1, Diplomacy +4, Handle Animal +4, Heal +4, Jump +8, Knowledge(Nature) +1, Listen +4, Profession +4, Ride +1, Spellcraft +1, Spot +4, Survival +4, Swim +8
Equipment scimitar, light crossbow, +1 hide armor, +1 heavy wooden shield, ring of protection +2, plus 2000g
[small] Hold Breath(Ex): A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Racial Skill Bonuses(Ex): A lizardfolk has a +4 racial bonus to balance, jump and swim. (This bonus is included in the stat block)
Animal Companion(Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. A 1st-level druid's companion is completely typical for its kind except as noted below. As a druid advances in level, the animal's power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. A druid of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's druid level and compare the result with the druid level entry on the table to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, she can't have that animal as a companion.)
Class Level Bonus HD Natural Armor Adj. Str/Dex Adj. Bonus Tricks Special
1st-2nd +0 +0 +0 1 Link, share spells
3rd-5th +2 +2 +1 2 Evasion
6th-8th +4 +4 +2 3 Devotion
9th-11th +6 +6 +3 4 Multiattack
12th-14th +8 +8 +4 5 �
15th-17th +10 +10 +5 6 Improved evasion
18th-20th +12 +12 +6 7 �

