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Amalj’aa Impaler


Amalj’aa Impaler (CR 1)

XP 400
Amalj’aa Dragoon 1
NE Medium Humanoid (Amalj’aa, Reptilian)
Init +1; Senses Low-light vision; Perception +4


AC 14 (16), touch 11 (13), flat-footed 13 (+3 armor, +1 Dex, +2 dodge in desert terrain)
HP 8 [13] (1d10+3)
Fort +4, Reflex +3, Will +0, +2 vs. dark magic school
Defensive Abilities Bond to the Land; Resist Shadow 5, Fire 5


Speed 40 ft.
Melee Amalj’aa Lance +5 (1d8+3/x3)
Special Attacks Deadly Lancer
Special Abilities Ifrit’s Fury


Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Weapon Focus (Lance)
Skills Acrobatics +4, Perception +4
Languages Amalj’aa, Common
SQ Deathless Spirit, Jump, Stalker
Combat Gear cure potion(1), amalj’aa lance, 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 1 turns or until discharged on his weapon. This effect deals an extra 1 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.