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Amalj’aa Lancer


Amalj’aa Lancer (CR 4)

XP 1,200
Amalj’aa Dragoon 4
NE Medium Humanoid (Amalj’aa, Reptilian)
Init +2; Senses Low-light vision; Perception +7


AC 18 (20), touch 12 (14), flat-footed 16 (+6 armor, +2 Dex, +2 dodge in desert terrains)
HP 39 [57] (4d10+17)
Fort +8, Reflex +6, Will +1, +2 vs. dark magic school
Defensive Abilities Bond to the Land; Resist Shadow 5, Fire 5


Speed 40 ft.
Melee Lance +10 (1d8+4/x3) or 2 Claws +8 (1d6+4)
Special Attacks Deadly Lancer
Special Abilities Hardly Landing (20 ft.), Ifrit’s Fury, Pole Fighting


Str 18, Dex 14, Con 18, Int 8, Wis 10, Cha 8
Base Atk +4; CMB +8; CMD 20
Feats Power Attack, Weapon Focus (Lance)
Skills Acrobatics +5, Perception +7
Languages Amalj’aa, Common
SQ Acrobatic Talent (Flexiable Flanker, Heroic Landing[Fire damage, Reflex save DC 16]), Armor Training +1, Deathless Spirit, Jump, Stalker, Steadfast Pike +1
Gear cure potion(2), lance, scale mail


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.