Lizardfolk Guardian (5e Creature)
Lizardfolk Guardian
Medium humanoid (lizardfolk), neutral Armor Class 16 (natural armour, shield)
Skills Perception +5, Stealth +7, Survival +8 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 or two ranged attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage when used in two hands to make a melee attack. Spiked Shield. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing 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. |
Lizardfolk guardians are fearsome combatants that do battle with spears and form the elite of any lizardfolk tribe's warriors. Through strange rituals and countless bizarre charms they wear on their bodies, they render themselves immune to poison. |
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