Cuaqhex of the Deep Winter

A lizard man assassin who worships a goddess even more cold-blooded than he.


Cuaqhex (pronounced Coff-ex) was originally part of the large lizardman tribe living in the northern part of the Twilight Marsh, known as Glumpen Swamp. Like most of his kind, he suffered greatly during the harsh winters of the north, until, that is he learned of the wicked goddess Auril. Rather than risk his own skin to the wrath of the goddess of winter, he began praying to the goddess and sacrificing his fellow lizard men—staking them out to die of exposure. He gained Auril’s divine protection, but was cast out of his tribe. It wasn’t long before he found Phlan, a place rife with poor, helpless victims to feed his goddess’s thirst for warm blood.

Cuaqhex is huge, ruthless, and bloodthirsty, everything a bandit leader could want in a Lieutenant. He serves Noriss the Grey loyally, so long as he is allowed to take prisoners and dispose of them in a way in keeping with the desires of his goddess. Auril is everything to Cuaqhex and he will gladly sacrifice his new companions just as readily as he did the old.

Cuaqhex is 8 feet, 9 inch tall, weighs more than 314 pounds, and still growing.


Race: Lizard Man
Homeland: Twilight Marsh
Class: Barbarian / Thief
Kit: Holy Slayer
Alignment: Non-Lawful, Evil
Religion: Auril
Level: 3rd / 4th
Experience: 5290
Next Level: 9000 / 10000
Max Level: 9th / 9th

Ability Scores:

Str 13 Stamina 11
Muscle 15
Dex 14 Aim 10
Balance 18
Con 13 Health 12
Fitness 13
Int 15 Reason 14
Knowledge 16
Wis 11 Intuition 13
Willpower 9
Cha 12 Leadership 13
Appearance 10


  • Initiative: +0
  • Surprise: +2
  • NPC Reaction: +0

Combat Statistics:
Hit Points: 19
Armor Class: 19 (5 natural, 4 dex)
Base Attack Bonus: +2

  • Paralyzation/Poison/Death: 13
  • Rod/Staff/Wand: 14
  • Petrification/Polymorph: 10
  • Breath Weapon: 16
  • Spells: 15
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Hand axe 3 / 2 rounds +5 1d6+2 1d6+2 4 melee
Tail 2 / round +0 1d6+1 1d6+1 3 melee with axe

Multiply all damage rolls by x1.4.

Thief Skills: no armor

PP 40% HS 65%
OL 0% HN 45%
F/RT 0% CW 85%
MS 65% RL 0%
BP 25%

Non-Weapon Proficiencies: General, Priest, Rogue, Warrior

Modern Languages (Lizard Man) 15 Hiding 14
Modern Languages (Yuan-ti) 15 Tracking 5
Modern Languages (Thieves’ Cant) 15 Disguise 11
Modern Languages (Tharian) 15 Natural Fighting 14
Survival (Swamp) 15 Brewing 15
Survival (Urban) 15 Religion 11
Swimming 13 Rope Use 14
Boating 12 Endurance 13
Stonemasonry 11 Jumping 13
Animal Lore 15 Ceremony 11
Heart Feast 8

Weapon Proficiencies:
Darts Group
Handaxe (specialized)
Martial Arts

Special Powers:

  • Immune to natural cold.
  • Lizard men have infravision that allows them to see up to 60 feet in the dark.
  • A Lizard man’s tough scales grant him +5 to his natural AC. As with all creatures with natural armor, this is superseded by (does not stack with) actual worn armor. Armor that grants an armor bonus of +5 or less grants a +1 bonus to the Lizard man’s AC (this does stack).
  • Lizard men can move in water at a rate of 15. They have no movement or attack penalties when in water, and receive Swimming as a bonus proficiency.
  • Lizard men can remain under water for long periods of time before they need to draw air. In game terms, a lizard man can hold his breath up to 2/3 his Health score in minutes (rounded up).
  • Lizard men can attack with their claws and their powerful tails. Each claw deals 1d2 damage and their tail attack deals 1d6 damage. Lizard men wielding weapons can also make a tail attack, but suffer the normal penalties for fighting with two weapons when doing so.
  • These Lizard Men know the swamps better than any creatures alive. They gain a +2 bonus on all non-weapon proficiency checks and a +2 bonus on Surprise checks when in the Twilight Marsh.
  • The Twilight Marsh is highly magical, rife with wild-magic zones and the remnants of ancient Kur-Tharsu magical experiments. Lizard Men from the Twilight Marsh each start with one magical enhancement or mutation. Treat them as being affected by a random 1st-level wizard spell from the school of Alteration. This effect is permanent and cannot be dispelled.
    • Enlarge: Gain 10% height, weight, carrying capacity, and damage per level. (6-ft. 3 in. tall, 224 lb base). Base damage of all attacks is increased by 40%.
  • Holy Slayers must be proficient with the signature weapon of their religion. This weapon varies from religion to religion: Hand-axe for Auril. Holy Slayers receive +2 to hit with this weapon. In addition to this bonus, the Holy Slayer is also allowed to specialize in the weapon of his faith if he chooses.
  • * Holy Slayers are able to brew a special concoction to aid them in battle known as a Ravager Potion. Crafting a ravager potion takes 1 day and a successful Brewing proficiency check. Before a dangerous mission, the Holy Slayer will often take the time to brew enough doses for himself and his entire party. This slow-acting potion takes effect 30 minutes after being drunk and lasts for 1d3 hours. While under the potion’s influence, a character receives the following effects:
    • He is immune to sleep and charm spells.
    • He possesses two additional hit points per experience level.
    • He receives a -2 bonus to individual initiative.
    • He receives a +2 bonus to Armor Class.
    • At the end of the potion’s effect, all benefits wear off, and the character must make a Health check. If he fails the check, he collapses in a coma for 3d6 hours. If the character has sustained enough damage that the sudden loss of the extra hit points brings him down to zero hit points or fewer, he dies (no saving throw).
  • The Holy Slayer is ruled by omens, anything he sees may be interpreted as an omen from his god. At the start of each encounter (or when the Holy Slayer is preparing to perform an assassination), roll 1d6 and consult the following table (specific omens vary from religion to religion-see Faiths and Avatars for examples):
Roll Omen Effects
1 Turn back -3 on attack rolls until heeded
2 Do not kill -3 on attack rolls against specified target
3 Great luck +2 on attack rolls until end of encounter
4 Good luck +1 on attack rolls until end of encounter
5 Bad luck -1 on attack rolls until end of encounter
6 Very bad luck -2 on attack rolls until end of encounter
  • Backstab: Thieves are weak in toe-to-toe hacking matches, but they are masters of the knife in the back. When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Dexterity bonuses) and deals 2x normal damage.
  • When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons).
  • Back Protection: The table shows the barbarian’s fighter’s chance of detecting an attack from
    behind, made by any character or creature. If the barbarian successfully detects the attack, he avoids it. Additionally, the barbarian is entitled to counter-attack the attacker immediately, even if the barbarian already attacked that turn.
  • Leaping and Springing: The barbarian is skilled at making leaps (horizontal jumps) and springs (vertical jumps). To make a running leap or spring, he must have a running start of at least 20 feet in a straight line; less than this, and the best he can do is a standing leap or spring. Standing leaps and springs are made from stationary positions.
    The Table indicates the horizontal distances (for leaps) and vertical distances (for springs) for barbarian fighters of various levels. Distances are expressed in feet. Roll the die separately for each leap or spring. Characters with exceptional Muscle scores add their damage bonus to the distance rolled.
Jump Type Distance (in feet)
Running Leap 3d8+3
Standing Leap 1d8+1
Running Spring 2d6+1
Standing Spring 1d6


  • Lizard men are fairly slow and clumsy on land, having a base movement rate of 9.
  • Lizard men must wet their entire bodies once a day. If they are unable to find adequate amounts of moisture (a full waterskin is enough), they begin to lose Constitution at a rate of 3 points per day. If their Constitution falls to zero, they die from dehydration.
  • If food (which could include a fallen friend or foe) or treasure appear during a battle, a lizard man must make a successful Willpower check to keep his mind on the battle. Failure means he turns away from the fight to feast or gather spoils. This distraction lasts at least one round. Every additional round, the lizard man can attempt to break away from the distraction by making another Willpower check.
  • Armor for a lizard man costs double the normal price, due to the significant differences between the lizard man physique and that of other humanoids.
  • Magical cold-based attacks are also very harmful to these creatures. Any cold damage suffered by one of these Lizard Men causes them to be affected as if by a slow spell for 1 round per point of damage suffered.
  • Most outworlders sense immediately that there’s something different about barbarians. They look strange. They behave unconventionally. They speak odd languages. Some of them are dirty and smell bad. Because of their peculiar appearance and manner, all barbarians suffer a -2 penalty to their encounter reactions with outworld NPCs. This penalty is cumulative with all other modifiers, including those associated with Charisma scores and character kits.

Advancement Notes

Armor Allowed:

  • Leather or Padded, Shields

Weapons Allowed:

  • Any one-handed weapon
  • 30 points per level for Thief abilities. Advanced thief abilities. Increased backstab damage, Thief followers.
  • Barbarian followers, increased Climb, increased Jumping, increased back protection, multiple attacks.


Cuaqhex of the Deep Winter

Ruins of Adventure Brand_Darklight PaulWalker