Geru (5e Creature)

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Medium humanoid (lizalfos), neutral evil

Armor Class 14 (hide)
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 30 ft.

14 (+2) 15 (+2) 12 (+1) 9 (-1) 12 (+1) 5 (-3)

Skills Perception +3, Stealth +4
Damage Resistances acid
Senses passive Perception 13
Languages Lizal
Challenge 1/2 (100 XP)

Hold Breath. The geru can hold its breath for 30 minutes.

Standing Leap. The geru's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Swamp Camouflage. The geru has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.


Multiattack. The geru makes two melee attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing 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.

Seven feet tall with sleek, gecko-like scales and a bizarrely long neck; the glare emanating down upon you from a geru’s unfeeling eyes is more than enough to send a shiver down your spine. Geru are by far the most common variety of lizalfos, to the point they often are simply referred to as "lizalfos." They are also the most culturally capable and organized, as they have been known to create large fortifications in what domains they call their own.

Geru are most commonly seen in swamps, marshes, and forests, but can also be found in ruins, mountains, caves, or many other locations.


See also[edit]

  • Lizalfos, the race to which this creature belongs
  • Geru swampfighter, a geru specializing in martial combat
  • Dinolfos, another subrace of lizalfos that can often be confused for a geru

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