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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.

