Medium Humanoid (Lizardfolk), Neutral Evil
Armor Class 19 (Scaled Hide armor, shield)
Hit Points 48 (7d12 + 4)
Speed 35 ft., Swim 30 ft.
STR
17 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
12 (+1)
CHA
7 (-2)
Skills Acrobatics +5, Perception +3, Stealth +7, Survival +7
Damage Vulnerabilities Lightning, Psychic
Damage Immunities Acid
Condition Immunities Frightened, Petrified, Poisoned
Senses Blindsight 30 ft, Darkvision 60 ft, Passive Perception 16
Languages Draconic
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

Swamp Dweller. While in a swampy environment the Lizardfolk has advantage on survival and stealth checks. They also receive no movement penalty from rough terrain caused by swamp conditions.

Actions

Multiattack. The lizardfolk makes two attacks.

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

Spiked Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 6) bludgeoning damage.

Shortbow. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (2d8 + 4) piercing damage.

Spiked Turtle Shield. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage. Instead of dealing damage they can choose to Shove the target back 10 Ft.

Description

Shadow Scale 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. Their fanatical servitude to a black dragon and mutation from his presence has granted them immunity to poison, disease and increased stealth in swamps.

Habitat: ForestSwamp

tjbar1

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