Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Cage Breaker. The lizardfolk has advantage on ability checks and saving throws against being restrained.
Multiattack. The lizardfolk makes three melee attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Bladestaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage + 2 (1d4) necrotic damage.
Swordbreak Cage (3/Day). The lizardfolk makes a Bladestaff attack with a +2 to hit and to damage that deals a critical hit on a roll of 19 or 20. On a critical hit, if the target is wielding a melee weapon, the target must succeed on a DC 15 Strength saving throw or have that weapon shattered in an instant. A shattered weapon can't deal any damage and when used in a melee attack, that melee attack is made with disadvantage and counts as a improvised weapon.
Spellcasting. The lizardfolk casts one of the following spells, using Charisma as its spellcasting ability (spell save DC 13, +4 to hit with spell attacks):
Cantrips (at will): green-flame blade, primal savagery
1st level (2 slots): mage armor, false life, catapult
2nd level (1 slots): phantasmal force
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.
The Cagebound are a small group of lizardfolk sorcerers who have been deemed criminals in modern society, and have had terrifying magical abilities appear out of nowhere as a result.
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