Daira (5e Creature)

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Medium humanoid (lizalfos), chaotic evil

Armor Class 15 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft., swim 30 ft.

16 (+3) 14 (+2) 14 (+2) 5 (-3) 7 (-2) 12 (+1)

Saving Throws Dex +4
Proficiency Bonus +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 8
Languages Lizal
Challenge 3 (700 XP)

Blood Frenzy. The daira has advantage on melee attack rolls on any creature that doesn't have all its hit points.

Shield Breaker. If the daira scores a critical hit with a melee attack against a creature, any nonmagical shield the target is wielding becomes damaged beyond use.


Multiattack. The daira makes three handaxe attacks.

Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

A daira wreaks havoc in a hylian settlement.

These wild humanoids are known for their ferocious tenacity in battle, living for slaughter—and are known to wantonly kill weaker creatures for the mere thrill of it. Recognizable by their mohawk-like skull ridges and bright orange scales, daira make up the reckless front lines of most organized lizalfos forces. Their ferocious and rapid strikes are known to cleave straight through shields or other barriers.

Daira are most often found in marshes and forests, usually controlled by geru. Due to their wild and violent nature, daira rarely last outside of independent societies comprised entirely of their own subrace.


See also[edit]

  • Lizalfos, the race to which the daira subrace belongs
  • Geru, a more common type of lizalfos that often harbors daira in their ranks
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