Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Skill Proficiencies: Stealth +9, Sleight of Hand +9, Acrobatics +6, Investigation +5, Perception + 4, Deception +2
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: 6 (1d6 + 3) piercing damage.
Dagger of Returning. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 3) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Cunning Action. The sidekick’s agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.
Helpful. The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action. (The creature you aid gains advantage on the next ability check it makes to perform the task you are helping with. Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. If your ally attacks the target before your next turn, the first attack roll is made with advantage.)
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.
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