Lizardfolk Commoner (5e Creature)

Lizardfolk Commoner

Medium humanoid (lizardfolk), neutral


Armor Class 13 (natural armour)
Hit Points 9 (2d8)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 11 (+0) 7 (-2) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +2, Survival +3
Senses passive Perception 13
Languages Draconic
Challenge 1/4 (50 XP)


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

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.


Most outsiders experience little more than warriors when they enter the territory of a lizardfolk tribe, but those powerful enough to overcome those warriors, diplomatic enough to arrange a truce, or those unlucky enough to be captured might have the opportunity to see a lizardfolk settlement.


Back to Main Page 5e Homebrew 5e Creatures

gollark: I think a *limited form* would be amazing.
gollark: https://forums.dragcave.net/topic/183291-remove-sickness-or-somehow-change-it-drastically/ <- See the people saying that sickness is apparently an engaging mechanic!
gollark: Well, not all of them.
gollark: Stuff like:"I'm egg/hatchling locked""Please hold on a bit"etc
gollark: *wants limited in-game messaging for the trade hub*
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