Lizardfolk Chosen One
Medium Humanoid
- Armor Class: 15
- Hit Points: 75 (10d8+30)
- Speed: walk 30 ft. swim 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: A5e Monstrous Menagerie, page 310
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
12 (+1) |
16 (+3) |
10 (+0) |
12 (+1) |
14 (+2) |
- Saving Throws: Con +5, Wis +3
- Skills: perception +3, stealth +3, survival +3
- Senses: passive Perception 15
- Languages: Draconic
Special Abilities
- Aligned: The lizardfolk radiates either an Evil or Good aura.
- Hold Breath: The lizardfolk can hold its breath for 15 minutes.
Actions
- Multiattack: The lizardfolk attacks once with its shield and twice with its trident.
- Shield: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and the target makes a DC 13 Strength check. On a failure it is knocked prone.
- Trident: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the lizardfolk gains temporary hit points equal to half the damage dealt.
Reactions
- Supernatural Rebuke (1/Day): When the lizardfolk is dealt damage by a creature it can see within 60 feet, its attacker makes a DC 13 Dexterity saving throw. On a failure, the attacker takes 11 (2d10) fire or radiant damage (the lizardfolks choice).
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