Deaths Head Island, Gornask Man Slayer (Lizardfolk Ranger Pathfinder CR 10 )
Gornask is head of the leader of the Deaths Head tribe of lizard folk. The tribe will do all they can to protect their island from the human touch, they live in saltwater swamps by the sea.
Death Head Island is named such because of a large volcano on the island that looks, from the right angle, remarkably like a grinning skull.
Gornask has a +1 human bane scimitar named “Gut Ripper” this weapon is passed to the new leader of the tribe upon the death of the old one.
Any one stepping foot on deaths head island is signing their death warrant, the tribe of lizardfolk will relentlessly hunt them down and then feast on the dead bodies. If a large number of people are captured they may be kept alive for fresh meat.
Buried on the island is the treasure from the pirate ship “Revenge”, the burnt out hulk of which can be found on the north side of the island.
John White the Singing Sailor is the only person who knows where the treasure is buried.
Name Gornask Man Slayer
Lizardfolk CR 10
Neutral Medium Humanoid
Ranger level 9 (skill points 45) Two Weapon
Init +3; Senses ; Perception +15
AC 20, Touch 14, flat footed 17 (+1 No Armour, +0 Shield, none)
(+3 Dex, +5 Natural, +1 armour, +1 shield)
hp 78 (2d8+9d10+11+9);
Fort +7, Ref +12, Will +4
Single Attack(+1/+1) Scimitar +14 (1d6+3/19-20) +16 vs human (3d6+5 vs human)
or Javelin +13 (1d6+2)
(+1/+1) Scimitar +12/7 (1d6+3/19-20) +14/9 (3d6+5) vs human
Bite +10 (1d4+2)
Scimitar +11/6 (1d6+2/19-20)
or Javelin +13/8 (1d6+2) range 30
Space 5ft.; Reach 5ft.
Favored Enemy Number of Favored enemies = 2
Level 1 (3) DC 12
Alarm(Abjuration)[ ] X 3
V,S, F/DF rng: Close 25ft + 5ft/2 levels Dur: 2 hours/level (D)
SV None Area: 20-ft.-radius emanation centered on a point in space
Description: Wards an area for 2 hours/level.
Level 2 (1) DC 13
Accelerate Poison(Transmutation)[ ] X 1
V,S,M rng: Touch Dur: instantaneous
SV Fortitude negates Area: creature touched
Description: You hasten the onset of poison in the target.
Str 15, Dex 16, Con 13, Int 9, Wis 12, Chr 10
Base Attack 10 CMB 12; CMD 25
Improved Two-Weapon Fighting: Get a second off hand attack at -5,
Two-Weapon Fighting: Get extra attack at -2 to all attacks,
Armour Prof Light,
Armour Prof Medium,
Critical Focus: +4 bonus on attacks to confirm critical hits,
Double Slice: adds Full STR bonus to off hand attack,
Endurance: +4 on checks to resist non-lethal damage,
Evasion: No damage on reflex save,
Improved Critical: Doubles critical chance of weapon,
Martial Weap Prof,
Multiattack: Secondary Attacks are at -2 instead of -5,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Two-Weapon Defence: +1 shield bonus to AC,
Weapon Focus: +1 to attack rolls
Skills Acrobatics 6, Climb 6, Handle Animal 4, Heal 7, Hide 9, Intimidate 0, Know Dungeon 5, Know Geography 3, Know Nature 3, Perception 15, Ride 3, Stealth 17, Survival 15, Swim 16
Environment Temperate marshes
Organization Gang 2-3, Tribe 30-60, Band 6-10
Treasure Coins x 0.5, Goods x 0.5, Items x 0.5
Other Hold breath 4 X con
Evasion Reflex save no damage instead of 1/2
Favoured Terrain +2 bonus on init, know geog, Perception, Stealth, Survival in selected terrain 2
Hunters Bond Either animal companion or bond with party that allows 1/2 fav enemy bonus to be added to party
Swift Tracker Can follow tracks at normal speed no penalty
Track (Ex) adds half level on Survival skill checks made to follow or identify tracks.
Trap Sense Reflex save and AC when dealing with traps bonus 3
Wild Empathy Improve attitude of an animal
Woodland Stride Can move through undergrowth at normal speed
Potion of Cure moderate wounds – (300gp)
Ring of Protection (+1) +1AC (2000gp)
+1 (+1 special ability) Scimitar (8000gp)
Human Bane , +3 vs humans and +2d6 points of damage. (+1 bonus)
Total Value = 10300