Medium Humanoid (Lizardfolk), Neutral
Armor Class 17 (Natural Armor, Shield)
Hit Points 37 (6d8 + 10)
Speed 30 ft., Swim 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
8 (-1)
WIS
11 (+0)
CHA
5 (-3)
Skills Perception +3, Stealth +2, Survival +3
Damage Resistances Bludgeoning
Senses Passive Perception 15
Languages Draconic
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Hold Breath. The Branded Lizardfolk Guard can hold its breath for 15 minutes.

Pack Tactics. The Branded Lizardfolk Guard has advantage on an attack roll against a creature if at least one of the Branded Lizardfolk Guard’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Overseer's Provocation. When in the presence of its overseer by sight or sound, the Branded Lizardfolk Guard has an additional +2 to damage and attack rolls.

No Loyalty. When the Branded Lizardfolk Guard's overseer is slain, it will lay down its weapons.

Actions

Multiattack. The Branded Lizardfolk Guard makes two melee attacks, each one with a different weapon.

Jagged Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
The Branded Lizardfolk Guard takes 2 (1d4) piercing damage and makes a Wisdom Saving Throw (DC13); if it fails, it cannot make another Jagged Claw attack next round.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Reactions

Flinch. In response of a melee attack, the Branded Lizardfolk Guard can use its reaction to move half its speed away from all enemies raising its shield above its head. This gives +2 AC for any attacks of opportunity it receives while moving.

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.

These Branded Lizardfolk have been taken from their homes and natural habits to be enslaved. They typically are not treated well with poor living conditions. They are ordered to manual labor and/or are used as expendable guards. They typically have a large scared over brand easily seen from when they were first captured. The wound has long healed but the scales never grew back and has left the deep scared brand in their hides. These unfortunate Lizardfolk will have had their teeth and their claws filed down/cutoff to keep them revolting. In extreme case where a lizardfolk resist their capturers and/or as a form of punishment for any revolting, these thick metal rings are pierced like lip rings around the mouth as their mouths are lashed shut or reduced in how much they can open their jaws. 

When these Branded Lizardfolk that are chosen to be guards for warehouses or certain areas they are typically given a basic club and shield. They are also fitted with some chained gloves that gives them jagged metal claws but most of the time they try not to use it since it also hurts their hands. These guards are effective until there is a significant amount of death among their ranks and/or their current overseer dies, then they will retreat. 

Habitat: GrasslandHillMountainUnderdarkUrban

Stalbu