Chameleonfolk (5e Creature)
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Chameleonfolk
Medium humanoid (lizardfolk), neutral Armor Class 13 (natural armour)
Skills Deception +2, Perception +3, Stealth +6 Ambusher. In the first round of combat, the chameleonfolk has advantage on attack rolls against any creature it surprised. Chameleon Skin. The chameleonfolk has advantage on Dexterity (Stealth) checks made to hide. Hold Breath. The chameleonfolk can hold its breath for 15 minutes. Spider Climb. The chameleonfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONSMultiattack. The chameleonfolk makes two attacks: one with its bite and one with its dagger or its shortbow. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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Chameleonfolk are stealthy creatures closely related to lizardfolk. They are a little smaller and weaker than lizardfolk, but they are more dextrous and personable than their xenophobic cousins. Chameleonfolk often live among lizardfolk, but some form their own isolated villages. Stealthy Hunters. Chameleonfolk hunt in groups and have a particular taste for insects. Chameleonfolk hunt by ambushing prey and luring it into unfavourable terrain, such as a cramped cave or a deep river, while the chameleonfolk dart about above it, peppering it with arrows until it falls. Dragon Reverence. Chameleonfolk, like lizardfolk, revere dragons and speak Draconic. Chameleonfolk that enter the territory of a dragon will offer it tribute, and in the presence of a dragon, the normally skulking and furtive chameleonfolk fight with uncharacteristic aggression. |
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