Medium Humanoid (Lizardfolk), Neutral Evil
Armor Class 15 (natural armor, shield)
Hit Points 34 (6d8 + 6)
Speed 30 ft., Swim 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
13 (+1)
INT
7 (-2)
WIS
15 (+2)
CHA
7 (-2)
Saving Throws WIS +4
Skills Perception +3, Stealth +2, Survival +3
Damage Vulnerabilities Acid
Senses Passive Perception 15
Languages Abyssal, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

Sap Life. While the lizardfolk has a blood burn active, it regains 4 (1d6) hit points at the start of its turn.

Actions

Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.

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

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

Blood Burn. The lizardfolk chooses one creature it can see within 30 ft. that creature must succeed a DC 14 wisdom saving throw or be blood burned. A creature that is blood burned takes 4 (1d6) points of fire damage plus 1 more fire damage for each round that it has been blood burned. A creature can repeat the saving throw at the end of each of its turns to end the effect.

 

Description

Crimsonists are vile mutations of regular lizardfolk. Using blood magic and necromancy, these creatures owe allegiance to the blood god.

Habitat: ForestSwamp

Upsy

Comments

Posts Quoted:
Reply
Clear All Quotes