Hold Breath. The lizardfolk can hold its breath for 15 minutes.
CAPTAIN Recommended prerequisite: Proficiency with navigator’s tools or vehicles (water) The captain is the overall leader of the ship, and his orders are to be obeyed absolutely. To disobey is mutiny; punishment is swift, and often deadly. A pirate captain is usually elected, while a privateer is given command by attaining a captain’s rank. Captains are often charismatic natural leaders or powerful and intimidating figures. The captain acts as the face of the ship. As a captain you gain the following naval combat abilities:
Play Cowboy's of the Sea (Super Captain’s Orders). As a bonus action, all friendly creatures who can see or hear you to attack the enemy. All the creatures can immediately use its reaction to make one weapon attack. Once you use this feature, you must finish a short or long rest before you can use it again.
Weak Spot. As an action you can look for a weakness in the defenses of the enemy’s vessel. Make a DC 15 Intelligence (Vehicles - Water) check to spot a weakness and give advantage on the next attack roll by your allies that targets that weakness until the start of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.
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.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 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.
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.
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