Lizardfolk Guardian (5e Creature)

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Lizardfolk Guardian[edit]

Medium humanoid (lizardfolk), neutral


Armor Class 16 (natural armour, shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 10 (+0) 14 (+2) 10 (+0)

Skills Perception +5, Stealth +7, Survival +8
Proficiency Bonus +3
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 15
Languages Draconic
Challenge 5 (1,800 XP)


Brave. The lizardfolk has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the lizardfolk hits with it (included in the attack).

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

ACTIONS

Multiattack. The lizardfolk makes three melee attacks or two ranged attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage when used in two hands to make a melee attack.

Spiked Shield. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

REACTIONS

Parry. The lizardfolk adds 3 to its AC against one melee attack that would hit it. To do so, the lizardfolk must see the attacker and be wielding a melee weapon.

Lizardfolk guardians are fearsome combatants that do battle with spears and form the elite of any lizardfolk tribe's warriors. Through strange rituals and countless bizarre charms they wear on their bodies, they render themselves immune to poison.

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