Medium Humanoid (Lizardfolk), Neutral
Armor Class 15 (natural armor, shield)
Hit Points 52 (7d8 + 21)
Speed 30 ft., swim 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Skills Perception +3, Stealth +4, Survival +5
Damage Resistances Lightning, Thunder
Senses Passive Perception 13
Languages Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2

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

Heart of the Storm. Whenever the lizardfolk sorceror casts a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from them. This eruption causes creatures that it can see within 10 feet to take 7 (2d6) lightning or thunder damage (choose each time this ability activates). 

Spellcasting. The lizardfolk sorceror is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following sorceror spells prepared:

Cantrips (at will):  lightning lure, shape water, shocking grasp, thunderclap

1st Level (4 slots): fog cloud, shield, thunder wave, witch bolt

2nd Level (3 slots):  gust of wind, shatter, warding wind

3rd Level (3 slots): intellect fortress, lightning bolt, thunder step

4th Level (1 slot): storm sphere

Storm Guide. If it is raining,  the lizardfolk sorceror can use an action to cause the rain to stop falling in a 20-foot-radius sphere around it, and can end this effect as a bonus action.

If it is windy,  the lizardfolk sorceror can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on it. The wind blows in that direction until the end of its next turn. This feature doesn’t alter the speed of the wind.

 

Actions

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.

Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) slashing damage.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

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

Summon Frogs  (1/day). Summon forth 5 (2d4) giant frogs who will remain for 10 minutes. Subservient to the sorceror's ancestor, these animals do not need to be actively controlled.

Description

Predicting and controlling weather is a key part of lizardfolk, who revere storm deities. Lizardfolk sorcerors have the blood of an ancient storm primordial flowing through their veins.  

Environment: ForestSwamp

casliber

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