Page 206 - Monster Manual [11th Print]
P. 206

" IN ALL MY DEALINGS WITH THE
                                                                       L l 'tARDFOLK, l \VAS  NEVER ABLE TO
                                                                       TELL  WHAT THEY WERE THINKING.
                                                                       THEIR REPTILIAN EVES BELIED NO
                                                                       HINT  OF THEIR  INTENTIONS. l GAVE
                                                                       THEM  SUPPLIES. THEY GAVE ME
             Medium humanoid (lizard f olk), neutral                   THE WILLIES."
                                                                         -A  MERCHANT'S ACCOUNT  OF HIS
             Armor Class 13  (natural armor)                                     EXPER IENCE WITH THE
             Hit Points 27 (Sd8 + 5)                                         Ll'tARDFOLK  TRIBES OF THE
             Speed 30 ft., swim 30 ft.                                                Ll'tARD  MARSH
               STR     DEX    CON     INT    WIS    CHA
              1 5   (+2)   10 (+O)   13  (+l)   10  (+O)   15 (+2)   8 (-1)
             Skills Perception +4, Stealth +4, Survival +6
             Senses passive Perception 14
                                                                        1
             Languages Draconic                                Armor Class  5   (natural armor)
             Challenge 2 (450 XP)                              Hit Points 78 (12d8 + 24)
                                                               Speed 30 ft., swim 30 ft.
             Hold Breath. The lizardfolk can hold its breath for 1 5   minutes.   STR   DEX   CON   I N T   WIS   CHA
                                                                17  (+3)   12 (+l)   1 5   (+2)   1 1   (+O)   11  (+O)   1 5   (+2)
             Spellcasting (Lizardf o lk Form Only). The lizardfolk is a 5th-level
             spellcaster. Its spellcasting ability is Wisdom  (spell save DC   Saving Throws Con +4, Wis +2
             1 2 , +4 to hit with spell attacks). The lizardfolk has the following   Skills Perception +4, Stealth +S, Survival +4
             druid spells prepared:
                                                               Condition Immunities frightened
                                                                                              1
             Cantrips (at will): druidcraft, produce flame, thorn whip   Senses darkvision 60 ft., passive Perception  4
             1 s t level  (4 slots): entangle,fog cloud        Languages Abyssal, Draconic
             2nd level (3 slots): heat metal, spike growth     Challenge 4 (1,100 XP)
             3rd level (2 slots): conjure animals (reptiles only), plant growth
                                                                                                  1
               T
             AC I O  N S                                       Hold Breath. The lizardfolk can hold its breath for  5   minutes.
                                                                                      l
             Multiattack (Lizard f o lk Form Only). The lizardfolk makes two   Skewer. Once per turn, when the  i zardfolk makes a melee
                                                                                 h
             attacks: one with its bite and one with  its claws.   attack with its trident and  i ts, the target takes an extra 10
                                                               (3d6) damage, and the lizardfolk gains temporary hit points
             Bite. Melee Weapon Attack: +4 to  i t, reach 5 ft., one target.   equal to the extra damage dealt.
                                    h
             Hit: 5  (ld6 + 2) piercing damage, or 7 (ldlO + 2)  piercing
                                                                 T
            damage in crocodile form. If the lizardfolk is in crocodile form   AC I O  N S
            and the target is a Large or smaller creature, the target is   Multiattack. The  i zardfolk makes two attacks: one with its
                                                                           l
            grappled (escape DC 12). Until this grapple ends, the target is   bite and one with its claws or trident or two melee attacks with
            restrained, and the lizardfolk can't bite another target. If the   its trident.
            lizardfolk reverts to its true form, the grapple ends.
                                                              Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
            Claws (Lizardf o lk Form Only). Melee Weapon Attack: +4 to  i t,   Hit: 6 (ld6 + 3) piercing damage.
                                                      h
            reach 5 ft., one target. Hit: 4  (ld4 + 2) slashing damage.
                                                              Claws. Melee Weapon Attack: +5 to  i t, reach 5 ft., one target.
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            Change Shape (Recharges a f ter a Short or Long Rest). The   Hit: 5  (ld4 + 3) slashing damage.
            lizardfolk magically polymorphs into a crocodile, remaining
            i n   that form for up to 1  hour.  It can revert to its true form as   Trident. Melee or Ranged Weapon Attack: +5 to  i t, reach 5 ft. or
                                                                                                h
            a bonus action. Its statistics, other than its size, are the same   range 20/60 ft., one target. Hit: 6 (ld6 + 3) piercing damage, or
            in each form. Any equipment it is wearing or carrying isn't   7 (1 d8 + 3) piercing damage if used with two hands to make a
            transformed. It reverts to its true form  if it dies.   melee attack.
                                                                                                  LIZARDFOI K
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