Large Monstrosity (Lizardfolk), Chaotic Evil
Armor Class 16 Natural
Hit Points 135 (13d10 + 5)
Speed 40 ft., Swim; 25ft
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
26 (+8)
WIS
19 (+4)
CHA
10 (+0)
Saving Throws STR +8, INT +11
Damage Immunities Acid
Condition Immunities Poisoned
Senses Passive Perception 24
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Actions

Action Name. Enter the description for your action.

Action Melee Attack. Bite: + 5 to hit, reach 5 ft., 1 target. Hit: 1 (2d6 + 2) piercing damage. Make a dexterity saving throw DC14 or else you take 1d6 poison damage.

Action Ranged Attack. Tail whip: +5 to hit, range 5/15 ft., 2 target. Hit: 4 (1d8 + 5) Bludgeoning damage

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

CarthogBattleMaster

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