Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Burning Blade: The Changed Lizardfolk has the ability to conjure demonic magic to heat the tip of its blade.
Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
Poisonous Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Hot Tipped Spear: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) fire 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.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Sacrifice of the unempowered: The Changed Lizardfolk can target one Lizardfolk (not Changed Lizardfolk) within 60 feet. That creature takes 6 (1d12) necrotic damage. The Changed Lizardfolk then heals hit points equal to that number.
Description
Lizardfolk are primitive reptilian humanoids that lurk in swamps and jungles. Fiercely territorial, they kill when it is expedient and do whatever it takes to survive.
Some savage tribes of Lizardfolk will serve a dark entity in order to be granted power through infusing their body will demonic magic of abyssal origins.
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