Medium Humanoid (Lizardfolk), Neutral
Armor Class 15 (natural armor)
Hit Points 49 (7d8 + 14)
Speed 30 ft., Swim 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
6 (-2)
Skills Perception +3, Stealth +4, Survival +3
Senses Passive Perception 13
Languages Draconic
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Reckless attack. When the brute makes an attack it can decide to attack recklessly. Doing so gives it advantage on melee weapon attack rolls using strength during this turn, but attack rolls against the brute have advantage until the start of its next turn.

Hungry Jaws. As a bonus action, the brute can make a special attack with its bite. If the attack hits, it deals its normal damage, and the brute gains 4 temporary hit points. Once the brute uses this special attack it can't use it again until it finishes a short or long rest. 

Actions

Multiattack. The lizardfolk makes two melee attacks, with either its greatclub or its javelins.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 3) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

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. The brutes are the strong and ferocious lizardfolk that protect the village from threats like pesky adventurers. 

Previous Versions

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9/16/2020 9:22:30 AM
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Habitat: ForestSwamp

Huib

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