Medium Monstrosity (Lizardfolk), Neutral
Armor Class 16 (natural armor, shield)
Hit Points 26 (4d10 + 4)
Speed 30 ft., Swim 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
7 (-2)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3, Stealth +4, Survival +5
Damage Resistances Acid, Poison
Condition Immunities Poisoned
Senses Passive Perception 16
Languages Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

Actions

Multiattack. The Cobraman makes two attacks, each one a different type.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Spiked Shield. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Description

Cobraman (or men, plural) are a type of lizardfolk. 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

WishfulWarlock3

Comments

Posts Quoted:
Reply
Clear All Quotes