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Lizardfolk Chosen One A5E

CR 4 humanoid

Medium humanoid, chaotic evil


Armor Class
15
Hit Points
75 (10d8+30)
Speed
30 ft., swim 30 ft.

STR16 (+3)
DEX12 (+1)
CON16 (+3)
INT10 (+0)
WIS12 (+1)
CHA14 (+2)

Saving Throws
Constitution +5, Wisdom +3
Skills
Perception +3, Stealth +3, Survival +3
Senses
passive Perception 15
Languages
Draconic
Challenge
4 (1,100 XP) · Proficiency Bonus +2

Aligned.

The lizardfolk radiates either an Evil or Good aura.

Hold Breath.

The lizardfolk can hold its breath for 15 minutes.

Actions

Multiattack.

The lizardfolk attacks once with its shield and twice with its trident.

Shield.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and the target makes a DC 13 Strength check. On a failure it is knocked prone.

Trident.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the lizardfolk gains temporary hit points equal to half the damage dealt.

Reactions

Supernatural Rebuke (1/Day).

When the lizardfolk is dealt damage by a creature it can see within 60 feet, its attacker makes a DC 13 Dexterity saving throw. On a failure, the attacker takes 11 (2d10) fire or radiant damage (the lizardfolks choice).

Source: Monstrous Menagerie (EN Publishing) · License: OPEN GAME LICENSE Version 1.0a details