hp 11 (2 HD)
N Medium humanoid (reptilian)
Init +0; Senses Listen +0, Spot +0
AC 15; touch 10; flat-footed 15
Fort +1; Ref +3; Will +0
Speed 30 ft. (6 squares)
Melee 2 claws +2 (1d4+1) and bite +0 (1d4)
or club +2 (1d6+1) and bite +0 (1d4)
Ranged javelin +1 (1d6+1)
Base Atk +1; Grp +2
Abilities Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
SQ hold breath
Skills Balance +6, Jump +7, Swim +6
Possessions club, javelins
Hold Breath Vorssh can hold his breath for a number of rounds equal to four times his Constitution score before he risks drowning.
Skills Because of his tail, Vorssh has a +4 racial bonus on Jump, Swim, and Balance checks.
Vorssh is a young lizardfolk. His bright green skin is surprisingly effective camouflage in his native jungle.
Since his hatching, Vorssh was raised to take his father Voorix’s place as chief of the Night Thunder tribe. Sadly, this is no longer to be, as Vorssh was slain by the Vile Hunter druid Nihmron.
Vorssh was impulsive, but learning responsibility. Voorix has little doubt that he would have been a fine chief.
Vorssh replaces Varssh, a beastman from “Beyond the Forbidden Plateau,” in Planes of Conflict.
Illustration by DevLynne