AC 15 (natural armor, buckler shield)
HP 75 (10d8 + 30; bloodied 37)
Speed 30 ft., swim 30 ft.
Proficiency +2; Maneuver DC 13
Saving Throws Con +5, Wis +3
Skills Perception +3 (+1d4), Stealth +3 (+1d4), Survival +3
Senses passive Perception 15
Languages Draconic
Aligned. The lizardfolk radiates either an Evil or Good aura.
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
ACTIONS
Multiattack. The lizardfolk attacks once with its shield and twice with its trident.
Shield. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target makes a DC 13 Strength check. On a failure, it is knocked prone .
Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the lizardfolk gains temporary hit points equal to half the damage dealt.
REACTIONS
Supernatural Rebuke (1/Day). When the lizardfolk is dealt damage by a creature it can see within 60 feet, its attacker makes a DC 13 Dexterity saving throw . On a failure, the attacker takes 11 (2d10) fire or radiant damage (the lizardfolk’s choice).
Combat
Lizardfolk hide underwater, making bite attacks with advantage 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.
Names
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.
The ancient connections between the lizardfolk and the denizens of the lower planes sometimes result in a lizardfolk child born with a demonic soul. These “chosen ones” grow to become charismatic and ruthless monarchs, inspiring uncharacteristic aggression in their followers. Theoretically, lizardfolk born with celestial souls also exist.
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 lizardfolk ; lizardfolk druid
Treasure polished stone necklace (25 gp), 2 packets of healing herbs (act as potions of healing )
CR 3–4 3 or 4 lizardfolk ; 2 lizardfolk with 1d4 giant lizards or crocodiles ; lizardfolk druid with 1 or 2 lizardfolk
Treasure 4 amber gemstones (100 gp each), potion of heroism
CR 5–10 lizardfolk chosen one with 1d4 + 2 lizardfolk ; lizardfolk chosen one with lizardfolk druid and 1d4 lizardfolk ; lizardfolk druid with giant crocodile and 3 lizardfolk
Treasure fragment of ancient stone covered in glowing sigils (750 gp to certain buyers), helm of telepathy
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.