Medium Humanoid (Lizardfolk), Neutral
Armor Class 13 (natural armor, shield)
Hit Points 44 (7d8 + 13)
Speed 30 ft., swim 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
3 (-4)
WIS
2 (-4)
CHA
5 (-3)
Saving Throws CON +5, WIS -2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 13
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Multiattack. The lizardfolk makes three melee attacks, 2 Slams and 1 Bite

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. after being hit by this attack the target must make a DC 14 constertution saving throw, on a faild save they roll on the defect table and have that disadvantage untill the end of their text turn

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

 

DEFECT TABLE

  1. disadvantage on saving throws 
  2. disavantage on rolls to hit
  3. take 2d4 necrotic damage
  4. other creatures have advantage on hitting them
  5. valnribility to bludgening damage
  6. paralized
  7. half movment
  8. poisoned condition

Habitat: ForestSwamp

Darkrie27

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