Hold Breath. The lizardfolk can hold its breath for 10 minutes.
Toxin Resistance. The lizardfolk has advantage on saving throws against being poisoned.
Lesser Spell Resistance. The lizardfolk has advantage on saving throws against spells of 5th level or lower and other similar magical effects.
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: 6 (1d8 + 2) piercing damage + 5 (1d10) poison damage and the target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of the next round. While poisoned in this way, the target has -1 to hit and to damage.
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage + 1 poison damage.
Innate Spellcasting. The lizardfolk's innate spellcasting ability is Charisma (spell save DC 14, +5 to hit with spell attacks). The lizardfolk can innately cast the following spells, requiring no material components:
3/day: animal friendship (snakes only), poison spray
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.
Cobra lizardfolk are a subspecies of lizardfolk that live in the most gross and toxic of swamps. They have a bit of influencial yuan-ti blood flowing through their veins, giving them and cobra-like head and a terrifying venomous bite.
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