Page 206 - D&D Bestiary
P. 206
'" IN ALL MY DEALING S WITH THE
Lll:ARDFOLK, I \VAS NEVER ABLE TO
TELL \VHJ\T THEY WERE THINKING .
THEIR REPTILIAN EVES BELIED NO
HINT OF THEIR INTENTI ONS. I GAVE
THEM S UPPLIES . THEY GI\VE ME
Medium humanoid (lizardjolk), neutral THE WIL LI ES
-A MERCHANT'S ACCOUNT OF HI S
Armor Class 13 (natural armor) EXPER IENCE W ITH THE
Hit Points 27 (Sd8 + 5) lll.AROFOLK TRIBES OF THE
Speed 30 ft., swim 30 ft. LnARD MAR S H
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 10 (+0) 15 (+2) 8 (- 1)
Skills Perception +4, Stealth +4, Survival +6
Senses passive Perception 14
Languages Draconic Armor Class 15 (natural armor)
Challenge 2 (450 XP) Hit Points 78 (l2d8 + 24)
Speed 30ft., swim 30ft.
Hold Breath. The lizardfolk can hold its breath for 15 minutes. STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 11 (+0) 11 (+0) 15 (+2)
Spellcasting (Lizardfolk Form Only). The lizardfolk is a 5th-level
spellcaster. Its spellcasting abi lity is Wisdom (spell save DC
Saving Throws Con +4, Wis +2
12, +4 to hit with spell attacks). The lizardfolk has the following
Skills Perception +4, Stealth +5, Survival +4
druid spells prepared:
Condition Immunities frightened
Can trips (at will): druidcraft, produce flam e, thorn whip Senses darkvision 60 ft., passive Perception 14
1st 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
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
ACTIONS
Multiattack (Lizardfolk Form Only). The lizardfolk makes two Skewer. Once per turn , when the lizardfolk makes a melee
attacks: one with its bite and one with its claws. attack with its trident and hits, the target takes an extra 10
(3d6) damage, and the lizardfolk gains temporary hit points
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. equal to the extra damage dealt.
Hit: 5 (1d6 + 2) piercing damage, or 7 (ld10 + 2) piercing
damage in crocodile form. If the lizardfolk is in crocod ile form ACTIONS
and the target is a Large or smaller creature, the target is
Multiattack. The lizardfolk makes two attacks: one with its
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 (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit, Hit: 6 (1d6 + 3) piercing damage.
reach 5 ft., one target. Hit: 4 (1d4 + 2) slash ing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Change Shape (Recharges after a Short or Long Rest). The
Hit: 5 (1d4 + 3) slashing damage.
lizardfolk magically polymorphs into a crocodile, remaining
in that form for up to 1 hour. It can revert to its true form as Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
a bonus action. Its statistics, other than its size, are the same range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or
in each form. Any equipment it is wearing or carrying isn't 7 (1d8 + 3) piercing damage if used with two hands to make a
transformed. It reverts to its true form if it dies . . melee attack.
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