Geozard (5e Creature)

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Medium humanoid (zora), any alignment

Armor Class 15 (natural armor, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft., swim 50 ft.

15 (+2) 11 (+0) 13 (+1) 8 (-1) 10 (+0) 13 (+1)

Saving Throws Str +4
Damage Vulnerabilities lightning
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 10
Languages Zoran
Challenge 1/2 (100 XP)

Amphibious. The geozard can breathe air and water.

Underwater Camouflage. The geozard has advantage on Dexterity (Stealth) checks made while underwater.


Multiattack. The geozard makes two scimitar attacks.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Fire Bolt. Ranged Spell Attack: +3 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.


A geozard, less formally known as a "zora warrior," is a river zora that is skilled in the sword-and-shield combat style that is generally more favored by terrestrial humanoids. They typically fight near rivers or coastlines, where they can surprise their adversaries with an amphibious assult.

Geozards are often viewed as vicious bandits who attack all who approach their domain. Like many river zora, a typical geozard tends towards fierce territorial instincts, and are often inherently aggressive to anyone who enters whatever domain they consider their own. At their worst, geozards can be murderous brigands. At their best, geozards can be heroes who defend their people and their land from would-be invaders.

See also[edit]

  • Zora, the race to which this creature belongs
  • River zora, the subrace to which this creature belongs; it is a more common river zora that relies more on ranged ambush attacks than melee combat
  • Geozard chief, a leader among geozards who has earned its place through strength
  • Geru, a reptilian warrior of comparable capability

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