Medium Humanoid (Lizardfolk), Typically Lawful Neutral
Armor Class 18 (natural armor)
Hit Points 44 (8d12 + 8)
Speed 30 ft., Swim 30 ft., Climb 30 ft. Blue Lizardfolk can clime on any surface
STR
30 (+10)
DEX
20 (+5)
CON
26 (+8)
INT
14 (+2)
WIS
24 (+7)
CHA
14 (+2)
Saving Throws STR +12, CON +10
Skills Perception +3, Stealth +4, Survival +5
Damage Vulnerabilities Fire
Damage Immunities Acid, Cold
Condition Immunities Exhaustion
Senses Darkvision, Passive Perception 15
Languages Draconic Driganik
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Hold Breath. The lizardfolk can hold its breath for 20 minutes.

Actions

Multiattack. The lizardfolk makes two melee attacks, each one with the same weapon.

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

Buster sword. Melee Weapon Attack: +6 to hit, reach 6 ft., one target. Hit: 5 (2d20 +8) 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.

Bonus Actions

Heal:will heal 20 hit points.

Legendary Actions

Rage:gives the blue Lizardfolk +10 str and +10 con

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.

Habitat: Forest

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