D&D Fight Club01/01/2000


Sileeshen: Lizardfolk Male Fighter/Druid



As soon as he had achieved his eighth year, Sileeshen rejected the ways of his people as too timid and strode forth on his own into the deepest part of the swamp. There, he taught himself to fight and began to study the ways of nature. He began training as a druid in earnest when another druid came into the swamp feeling adventurous. Sileeshen slew him and, since then, has grown powerful and feared in the communities surrounding his swampy lair. The lizardman raids nearby settlements for the sake of balance, or because he wants to hurt something, or because the people living near the swamp encroach and threaten the swamp itself. At times he also threatens his former lizardfolk tribe, wanting to work out his longstanding anger against them.

Sileeshen is best introduced into a campaign in or near a swamp that he calls home. He does not range far from his comfortable environment. When encountered in the swamp itself, player characters will find him much more dangerous than when he ventures forth into the surrounding rural communities. His ability to move through brush and leave no trace, combined with his cloak and boots (at the right levels) allow him to surprise just about anyone who may venture in after him. He seems friendly with many of the animals, even ones that do not accompany him all the time. His fighting ability with the shortspear is not to be ignored, and the swamp provides plenty of spear material, should he need more weapons. He never uses a greatclub anymore, finding the weapon too primitive -- and too like his lizardfolk weakling relatives for his taste.

He is offered here in three versions, for varied challenge levels. He is presented with the type of magic items a character of his level would have.

1st-Level Fighterl/1st-Level Druid 2nd-Level Fighter/5th-Level Druid 3rd-Level Fighter/8th-Level Druid

Challenge Rating: 4

Challenge Rating: 9

Challenge Rating: 13

Alignment: Neutral Evil

Alignment: Neutral Evil

Alignment: Neutral Evil

Strength: 16

Strength: 16

Strength: 16 (18)

Dexterity: 12

Dexterity: 12

Dexterity: 12

Constitution: 12

Constitution: 12

Constitution: 12

Intelligence: 9

Intelligence: 9

Intelligence: 9

Wisdom: 15

Wisdom: 16

Wisdom: 17

Charisma: 9

Charisma: 9

Charisma: 9

Languages: Draconic, Common

Languages: Draconic, Common

Languages: Draconic, Common

Hit Dice: 3d8+1d10+4

Hit Dice: 7d8+2d10+9

Hit Dice: 10d8+3d10+13

Hit Points: 23

Hit Points: 52

Hit Points: 75

Initiative Modifier: +1 (Dex)

Initiative Modifier: +1 (Dex)

Initiative Modifier: +1 (Dex)

Speed: 30 ft.

Speed: 30 ft.

Speed: 30 ft.

Armor Class: 16 (+1 Dex, +5 natural)

Armor Class: 17 (+1 Dex, +5 natural, bracers of armor +1)

Armor Class: 19 (+1 Dex, +5 natural, bracers of armor +3)

Attacks:

  • Shortspear +7 melee (1d8+3 [crit x3]) or +5 ranged (20 ft.)
  • Greatclub +5 melee (1d10+3) or
  • 2 claws +5 melee (1d4+3)
  • Bite +3 melee (1d4+1)

Attacks:

  • +1 shortspear +11/+6 melee (1d8+4 [crit x3]) or +9/+4 ranged (20 ft.)
  • Greatclub +9/+4 melee (1d10+3) or
  • 2 claws +9 melee (1d4+3)
  • Bite +7 melee (1d4+1)

Attacks:

  • +2 shortspear +17/+12 melee (1d8+6 [crit x3]) or +15/+10 ranged (20 ft.)
  • Greatclub +14/+9 melee (1d10+4) or
  • 2 claws +14/+9 melee (1d4+4)
  • Bite +12/+7 melee (1d4+1)

Face/Reach: 5 ft. x 5 ft/5 ft.

Face/Reach: 5 ft. x 5 ft/5 ft.

Face/Reach: 5 ft. x 5 ft/5 ft.

Saving Throws:
Fortitude +5
Reflex +4
Willpower + 4

Saving Throws:
Fortitude +8
Reflex +5
Willpower +7

Saving Throws:
Fortitude +10
Reflex +7
Willpower +10

Skills: Jump +9, Swim +11, Climb +4, Knowledge (nature) +1, Animal Empathy +0

Skills: Jump +9, Swim +11, Climb +5, Knowledge (nature) +3, Animal Empathy +3, Wilderness Lore +7, Concentration +2, Intuit Direction +5

Skills: Jump +10, Swim +12, Climb +7, Knowledge (nature) +5, Animal Empathy +5, Wilderness Lore +10, Concentration +5, Intuit Direction +5

Feats: Multiattack, Weapon Focus (shortspear), Alertness

Feats: Multiattack, Weapon Focus (shortspear), Alertness, Combat Reflexes, Run, Track

Feats: Multiattack, Weapon Focus (shortspear), Alertness, Combat Reflexes, Run, Track, Blind-fight

Special Abilities:

  • Nature sense
  • Animal companion (may have up to 2 HD worth of animals that he has befriended; these are left to the DM)
  • Save DC for his spells is 12 + spell level
  • Druid spells per day: 3/2. He commonly prepares these: 0-level?flare, mending, resistance; 1st-level?animal friendship, obscuring mist

Special Abilities:

  • Nature sense
  • Animal companion (may have up to 10 HD worth of animals that he has befriended; these are left to the DM)
  • Save DC for his spells is 13 + spell level
  • Woodland stride
  • Trackless step
  • Resist nature's lure
  • Wild shape (1/day, Small and Medium-size creatures)
  • Druid spells per day: 5/4/3/2. He commonly prepares these: 0-level—flare, mending, purify food and drink, resistance, virtue; 1st-level—animal friendship, cure light wounds, obscuring mist, summon nature's ally I; 2nd-level—chill metal, flame blade, summon swarm; 3rd-level—spike growth, summon nature's ally III

Special Abilities:

  • Nature sense
  • Animal companion (may have up to 16 HD worth of animals that he has befriended; these are left to the DM)
  • Save DC for his spells is 13 + spell level
  • Woodland stride
  • Trackless step
  • Resist nature's lure
  • Wild shape (3/day, Small, Medium-size, and Large creatures)
  • Druid spells per day: 6/5/4/4/2. He commonly prepares these: 0-level—flare, light, mending, purify food and drink, resistance, virtue; 1st-level—animal friendship, cure light wounds, entangle, obscuring mist, summon nature's ally I; 2nd-level?chill metal, flame blade, speak with animals, summon swarm; 3rd-level?poison, speak with plants, spike growth, summon nature's ally III; 4th-level—cure serious wounds, spike stones

Equipment: The bonuses for these items are included in the statistics above. Masterwork shortspear, potion of protection from elements (fire)

Equipment: The bonuses for these items are included in the statistics above. +1 shortspear,cloak of elvenkind, potion of protection from elements (fire), potion of bull's strength, bracers of armor +1

Equipment: The bonuses for these items are included in the statistics above. +2 shortspear,cloak of elvenkind, boots of elvenkind, potion of protection from elements (fire), potion of bull's strength, bracers of armor +3, gauntlets of ogre power (add +2 to Strength)

Druid Abilities:

Nature Sense: He can identify plants and animals with perfect accuracy, and determine if water is safe to drink.

Animal Companion: He befriends animals using the animal friendship spell, and can have 2 HD per caster level of animal companions at one time.

Woodland Stride: Move through brush, thorns, and briars at normal speed, unless the plants have been enchanted to impede motion.

Trackless Step: He cannot be tracked, as he leaves no trail.

Resist nature's lure: He gains a +4 bonus to saving throws vs the spell-like abilities of fey creatures.

Wild Shape: He can assume the form of a normal animal of the specified size. This ability works as the spell polymorph self, but he can assume one form per change before returning to his own form.

Born and raised in California, Robert Wiese has the Boy Scouts to thank for his introduction to roleplaying games; it was on a Scout camping trip that he observed several of his fellows hunched over books instead of playing outdoors. Soon after that he bought the D&D boxed set with the blue cover (in 1978) and the 1st edition AD&D books soon after. He has played ever since, trying other games but returning to D&D. Robert currently works with RPGA and writes adventures for members to play. The new edition of the game has piqued his interest, and he loves what you can do with a good monster.

About the Author

Robert Wiese never knew his parents. He was raised by kindly middle-class people, and grew up on the mean streets of suburbia. There, he learned important life lessons, such as the quickest route to the mall on a bicycle, how to borrow the car, and how to hang Christmas lights on a two-story house. Later in life, he discovered D&D, and gave up on all outdoor activities. Now he lives like a hermit, coming out of his cave only to fix the Internet connection or go to work at Wizards of the Coast.

Fight Club
(MORE)
Recent Articles
(MORE)

About Us Jobs New to the Game? Inside Wizards Find a Store Press Help Sitemap

©1995- Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.

Terms of Use-Privacy Statement

Home > Games > D&D > Articles 
You have found a Secret Door!
Printer Friendly Printer Friendly
Email A Friend Email A Friend
Discuss This Article Discuss This Article