Lizardfolk, Spikeback (5e Creature)

Spikeback Lizardfolk

Medium humanoid (lizardfolk), neutral


Armor Class 16 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 8 (-1) 12 (+1) 9 (-1)

Skills Intimidation +2, Perception +4, Stealth +7, Survival +7
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 14
Languages Draconic
Challenge 5 (1,800 XP)


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.

ACTIONS

Multiattack. 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.

REACTIONS

Parry. 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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