Wiki › Monsters & Creatures

Lizardfolk Shaman 2014

CR 2 humanoid

Medium humanoid, chaotic evil


Armor Class
13 (natural armor)
Hit Points
57
Speed
30 ft., climb 15 ft., swim 30 ft.

STR14 (+2)
DEX10 (+0)
CON12 (+1)
INT10 (+0)
WIS20 (+5)
CHA10 (+0)

Saving Throws
Strength +2, Dexterity +0, Constitution +1, Intelligence +0, Wisdom +5, Charisma +0
Skills
Resistances
poison,poisoned
Senses
passive Perception 15
Languages
Common,Draconic
Challenge
2 (450 XP) · Proficiency Bonus +2

Heightened Smell and Taste.

The lizardfolk's Perception is 20 when perceiving by smell or taste.

Hold Breath.

The lizardfolk shaman can hold its breath for 15 minutes.

Actions

Multiattack.

The lizardfolk makes one Bite attack and one Ritual Staff attack, or it makes two Swamp Bolt attacks.

Bite.

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

Ritual Staff.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage plus 7 (2d6) poison damage.

Swamp Bolt.

Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (2d6+3) poison damage, and the target must succeed on a DC 13 CON save or be poisoned until the end of its next turn.

Spellcasting.

The lizardfolk shaman casts one of the following spells, using WIS as the spellcasting ability (spell save DC 13).

  • At Will: druidcraft, guidance, mending
  • 2/Day Each: cure wounds, entangle, grease<br>1/day: ray of enfeeblement

Bonus Actions

Poisoned Body.

The shaman coats itself in poison until the start of its next turn. It takes 3 (1d6) poison damage. In addition, the next time a creature hits the shaman with a melee attack while within 5 feet of the shaman before the start of the shaman's next turn, the attacker takes 7 (2d6) poison damage.

Source: Black Flag SRD (Kobold Press) · License: Creative Commons Attribution 4.0 details