Medium Humanoid (Lizardfolk), Neutral
Armor Class 15 (natural armor, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft., Swim 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
12 (+1)
INT
7 (-2)
WIS
12 (+1)
CHA
6 (-2)
Skills Perception +3, Stealth +4, Survival +5
Senses Passive Perception 13
Languages Draconic
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

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.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. Inflict Minor Wounds. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d10) necrotic damage.

Kneel (1/Day). The bakali commands a living creature it can see within 60 feet to kneel. If the target can hear and understand the bakali, it must make a DC 11 Wisdom saving throw. On a failed save, the target immediately kneels and becomes prone. On a success, the target is immune to this ability until the end of its next turn

 

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.

Habitat: ForestSwamp

Magnusbadwolf

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