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.
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.
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