Lizardfolk, Spikeback (5e Creature)
Spikeback Lizardfolk
Medium humanoid (lizardfolk), neutral Armor Class 16 (natural armor)
Skills Intimidation +2, Perception +4, Stealth +7, Survival +7 Brave. The lizardfolk has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the lizardfolk hits with it (included in the attack). Hold Breath. The lizardfolk can hold its breath for 15 minutes. ACTIONSMultiattack. The lizardfolk makes three melee attacks: one with its bite and two with its greatclub. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. REACTIONSParry. The lizardfolk adds 3 to its AC against one melee attack that would hit it. To do so, the lizardfolk must see the attacker and be wielding a melee weapon. |
Often over six feet tall, these grey scaled lizardfolk are an abnormality amongst their kind. Unlike a normal lizardfolk the spikebacks are expert hunters and trackers and prefer to live in the wild environments. They are more intelligent than most other lizardfolk, and excel at surviving in the wild environments. Amazingly they are found to be accepted by most other sentient races even though they almost always are bad-tempered. |
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