Medium Humanoid (Lizardfolk), Neutral
Armor Class 17 (natural armor, shield)
Hit Points 25 (4d10 + 4)
Speed 30 ft., swim 25 ft., burrow 30 ft., climb 20 ft.
STR
15 (+2)
DEX
15 (+2)
CON
17 (+3)
INT
9 (-1)
WIS
11 (+0)
CHA
6 (-2)
Saving Throws CON +6
Skills Perception +3, Stealth +2, Survival +5
Damage Resistances Poison
Senses Blindsight 5 ft, Darkvision 80 ft, Passive Perception 15
Languages Draconic
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

bright eyes. the Underfoot have dark vision of a range of 80 feet.

Actions

Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) piercing damage.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d8 + 2) piercing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) piercing damage.

Description

Underfoot lizard folk once lived above ground but they have been pushed down into the under dark leaving behind their swampy groves they had to adapt to a new environment, becoming more aggressive and not one to take a compromise if it meant they were at a loss they were more adapted to see in the dark as well as fend for themselves.

Monster Tags: humanoid

Habitat: Underdark

BeyondBigBrain

Comments

Posts Quoted:
Reply
Clear All Quotes