Attacks: Weapon (1d6)
Saving Throw: 17
Special: Poisoner
Move: 12
Alignment: Neutral
Poisoners can Use Poison on their weapons without the risk of making basic errors.
The Skinks form one of the core species of the Lizardmen race, created by the Old Ones to be the workers, artisans and crafters of their society. Skittish and quick, Skinks stand out from the rest of the sluggish Lizardmen in terms of mental capacity. They are the mass workforce designed by the Old Ones to perform many different roles that requires a quick mind and a dexterous hand to operate, and without them, Lizardmen society would simply collapse.
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