Armor Class
12
(natural armor, shield)
Hit Points
13
(3d6)
Speed
30 ft., swim 30 ft.
STR
17
(+3)
DEX
7
(-2)
CON
10
(+0)
INT
4
(-3)
WIS
6
(-2)
CHA
7
(-2)
Saving Throws
STR +5
Skills
Perception +3, Stealth +4, Survival +5
Damage Vulnerabilities
Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing
Condition Immunities
Charmed, Exhaustion, Frightened, Poisoned
Senses
Passive Perception 10
Languages
Draconic
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
undead fortitude: if the lizardfolk is dropped to under 1 hit point it will make a con. save with a DC equal to the damage and the the modifier you used.
Actions
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.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
zombie Lizardfolk are primitive undead 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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