AC 14 (natural armor, buckler shield)
HP 22 (4d8 + 4; bloodied 11)
Speed 30 ft., swim 30 ft.
Proficiency +2; Maneuver DC 12
Skills Perception +2, Stealth +3 (+1d4), Survival +2
Senses passive Perception 12
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Multiattack. The lizardfolk attacks with its club and shield.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage if the attack is made with .
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Lizardfolk hide underwater, making bite attacks with when possible. Otherwise, they attack with club and shield. Outside their territory, they retreat once half their number are defeated. When protecting their territory, they fight to the death.
Gleamwater, Isla, Ka, Kesk, Redroot, Zartha
Legends and Lore
With a History or Nature check, characters can learn the following:
DC 10 Lizardfolk live in isolated communities in jungles and swamps. While not inherently evil, they are distrustful of outsiders.
DC 15 Lizardfolk can hold their breath for long periods of time. They often ambush trespassers from beneath the water.
DC 20 In ages past, lizardfolk made pacts with beings from the outer planes. Occasionally, a lizardfolk will be born possessing a vestige of the power granted by these ancient pacts.
Lizardfolk are reptilian humanoids who dwell in isolated communities in jungles and swamps. Fiercely territorial, they are quick to drive off (or simply kill) trespassers.
Metal Poor. Most lizardfolk live in metal-poor areas, crafting their fish hooks, spears, and other equipment out of stone, wood, and bone. Though experts with these materials, lizardfolk understand that superior tools and weapons can mean the difference between life and death, especially when resisting steel-wielding invaders. Lizardfolk trade for metal when they can and strip it from their dead enemies when they can’t.
Cold Blooded. Lizardfolk are cold-blooded creatures with slow metabolisms. They are economical in their movements and remain perfectly still when idle. To other folk, lizardfolk can appear inexpressive, even alien, but they feel emotion as much as other people. Lizardfolk distrust outsiders, but they are stalwart allies once their loyalty is earned.
Lost Empires. According to their own legends, lizardfolk were among the first people to walk the earth. Their civilization stretched from the depths of the earth and sea to the highest mountain peaks. They borrowed power from celestials and fiends alike, expanding their dominion until finally the gods themselves intervened. The descendents of the great lizardfolk empire are now scattered, with no memory of their former glory save for fallen towers half-buried in the muck.
1 Camouflaged, scouting
2 Making weapons or jewelry
3 On a trade expedition, offering amber and food for metal
4 Ignore strangers unless approached
5 Attack on sight
6 Recently raided by rivals or monsters
1 Abandoned huts
2 A stone altar with a piece of dragon eggshell resting on it
3 A wall of sharpened stakes
4 A leather rucksack filled with stone tools
5-6 DC 15 Perception or Survival check: clawed footprints
Lizardfolk inhabit jungles and swamps.
CR 0–2 1 or 2 ;
Treasure polished stone necklace (25 gp), 2 packets of healing herbs (act as )
CR 3–4 3 or 4 ; 2 with 1d4 or ; with 1 or 2
Treasure 4 amber gemstones (100 gp each),
CR 5–10 chosen one with 1d4 + 2 ; with and 1d4 ; with and 3
Treasure fragment of ancient stone covered in glowing sigils (750 gp to certain buyers),
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.