Page 206 - D&D Bestiary
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'" 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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