Medium Humanoid (Lizardfolk), Neutral
Armor Class 15 (natural armor, shield)
Hit Points 22 (4d8 + 6)
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 Arcana +5, Perception +3, Survival +5
Condition Immunities Charmed
Senses Passive Perception 13
Languages Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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

Innate Spellcasting. The lizardfolk can innately cast Mage Hand, Healing Word, and Minor Illusion once per day for one of each spell. 

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.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Mana Orb. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 2) force damage.

Description

On worlds where lizardfolk thrive, they occasionally have subspecies which are more inclined towards specific skills or traits, which helps them better survive. Those that are blue colored have magical abilities that stem from either wild magic or just innate magic. They tend to be less savage and more scholar like towards other races. 

Habitat: ForestSwamp

BruenorBattleaxe11

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