Aquatic ambushers. The lizardfolk can hold its breath for 20 minutes. The Lizardfolk can use a bonus action to hide in an aquatic environment.
Jungle dwellers. The lizardfolk has advantage on stealth checks in a forest or aquatic environment and has advantage on perception tests.
Exotic Venoms. The Lizardfolk attacks do an additional 1d8 poison damage.
Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 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.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
A unit of 20 lizardfolk skirmishers led by Green-Scale. Clothed sparingly in tribal amour, these warriors specialise in ambush tactics and can reduce even the most armoured knights to exhausted messes with even a tiny cut of their envenomed blades. Their scales display dark purple, black and green patterns.
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