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Amalj’aa Archer


Amalj’aa Archer (CR 4)

XP 1,200
Amalj’aa Archer 4
NE Medium Humanoid (Amalj’aa, Reptilian)
Init +3; Senses Low-light vision; Perception +8


AC 16 (18), touch 13 (15), flat-footed 13 (+3 armor, +3 Dex, +2 dodge in desert terrain)
HP 31 [45] (4d8+13)
Fort +4, Reflex +7, Will +2, +2 vs. dark magic school
Defensive Abilities Bond to the Land, Evasion; Resist Shadow 5, Fire 5


Speed 40 ft.
Melee 2 Claws +5 (1d6+2)
Ranged Longbow +8 (1d8+4/x3)
Special Attacks Aim (move action, +2 Att, Dmg, and skills)
Special Abilities Archery Talents (Ambushing Shot, Camouflage), Ifrit’s Fury


Str 14, Dex 16, Con 16, Int 8, Wis 12, Cha 10
Base Atk +3; CMB +5; CMD 18
Feats Point Blank Shot, Weapon Focus (Longbow)
Skills Acrobatics +9, Perception +8, Stealth +9
Languages Amalj’aa, Common
SQ Agile Archer, Archery Style (Precise Shot), Archer Training, Deathless Spirit, Expert Archer +1, Hawkeye (+1 perception, +5 range), Stalker
Combat Gear cure potion(2), longbow, 20 arrows, studded leather armor


Bond to the Land (Ex)

Amalj’aa gain a +2 dodge bonus to AC when in desert and sandy terrain.

Deathless Spirit (Ex)

Amalj’aa have such a strong will that they tend to resist the effects of negative levels and damage when its inflicted. Amalj’aa gain a resistance 5 against shadow damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against spells or spell-like abilities of the dark school.

Ifrit’s Fury (Su)

1/day, Amalj’aa share the power of Ifrit gaining Enfire for 2 turns or until discharged on his weapon. This effect deals an extra 2 points of fire damage. The weapon loses this property if its wielder drops it or otherwise loses contact with it.

Stalker (Ex)

The Amalj’aa have long hunted and preyed upon the weak and such traditions have been passed down. Due to such traditions the Amalj’aa gain Perception and Stealth as class skills.