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Lizardfolk                                         Actions

             Medium humanoid (lizardfolk), neutral              Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one
                                                                target. Hit: 25 (4d8 + 7) piercing damage.
             Armor Class 15 (natural armor, shield)
             Hit Points 22 (4d8 + 4)                            Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one
             Speed 30 ft., swim 30 ft.                          prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

                STR   DEX    CON      INT    WIS    CHA        A mammoth is an elephantine creature with thick fur and
               15 (+2)   10 (+0)   13 (+1)   7 (−2)   12 (+1)   7 (−2)  long tusks.

             Skills Perception +3, Stealth +4, Survival +5
             Senses passive Perception 13                       Manticore
             Languages Draconic
             Challenge 1/2 (100 XP)                             Large monstrosity, lawful evil
                                                                Armor Class 14 (natural armor)
             Hold Breath. The lizardfolk can hold its breath for 15 minutes.  Hit Points 68 (8d10 + 24)
                                                                Speed 30 ft., fly 50 ft.
             Actions
             Multiattack. The lizardfolk makes two melee attacks, each      STR  DEX  CON  INT  WIS    CHA
             one with a different weapon.                         17 (+3)   16 (+3)   17 (+3)   7 (−2)   12 (+1)   8 (−1)
             Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.   Senses darkvision 60 ft., passive Perception 11
             Hit: 5 (1d6 + 2) piercing damage.                  Languages Common
                                                                Challenge 3 (700 XP)
             Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
             target. Hit: 5 (1d6 + 2) bludgeoning damage.
                                                                Tail Spike Regrowth. The manticore has twenty-four tail
             Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach   spikes. Used spikes regrow when the manticore finishes
             5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2)
             piercing damage.                                   a long rest.
             Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one   Actions
             target. Hit: 5 (1d6 + 2) piercing damage.          Multiattack. The manticore makes three attacks: one with its
                                                                bite and two with its claws or three with its tail spikes.
                                                                Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
            Lizardfolk are primitive reptilian humanoids that lurk in
                                                                Hit: 7 (1d8 + 3) piercing damage.
            swamps and jungles. Fiercely territorial, they kill when it
            is expedient and do whatever it takes to survive.   Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
                                                                Hit: 6 (1d6 + 3) slashing damage.
             Mammoth                                            Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200

             Huge beast, unaligned                              ft., one target. Hit: 7 (1d8 + 3) piercing damage.
             Armor Class 13 (natural armor)                    A manticore has a vaguely humanoid head, the body of
             Hit Points 126 (11d12 + 55)                       a lion, and the wings of a dragon. Its long tail ends in a
             Speed 40 ft.                                      cluster of deadly spikes that can impale prey at impres-
                                                               sive range.
                STR   DEX    CON      INT    WIS    CHA
               24 (+7)   9 (−1)   21 (+5)   3 (−4)   11 (+0)   6 (−2)
             Senses passive Perception 10
             Languages —
             Challenge 6 (2,300 XP)

             Trampling Charge. If the mammoth moves at least 20 feet
             straight toward a creature and then hits it with a gore attack
             on the same turn, that target must succeed on a DC 18
             Strength saving throw or be knocked prone. If the target is
             prone, the mammoth can make one stomp attack against it
             as a bonus action.








                                                                                           Chapter 12: Monsters
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                           D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.
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