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Breadcrumb

Lizardfolk Druid

Challenge
Terrain
str
14
dex
12
con
12
int
10
wis
10
cha
8

AC 14 (natural armor, buckler shield)

HP 22 (4d8 + 4; bloodied 11)

Speed 30 ft., swim 30 ft.


Proficiency +2; Maneuver DC 12

Skills Perception +2, Stealth +3 (+1d4), Survival +2

Senses passive Perception 12

Languages Draconic


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

Spellcasting. The lizardfolk druid is a 5th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). It has the

following druid spells prepared:

Cantrips (at will): druidcraft , produce flame

1st-level (4 slots): fog cloud , purify food and drink

2nd-level (3 slots): heat metal , pass without trace

3rd-level (2 slots): conjure animals , plant growth


ACTIONS

Multiattack. The lizardfolk attacks with its club and shield.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage if the attack is made with advantage .

Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Bite (Crocodile Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the lizardfolk can’t bite a different creature.

Shapeshift. The lizardfolk magically changes its form into a Large crocodile or back into its true form. Its statistics are the same in each form, but it can’t speak or cast spells in crocodile form. Any equipment the lizardfolk is wearing or wielding merges into its new form. It reverts to its true form if it dies.

Produce Flame (Cantrip; V, S). Ranged Spell Attack: +2 to hit, range 30 ft, one target. Hit: 9 (2d8) fire damage.

Heat Metal (2nd-Level; V, S, M, Concentration). The lizardfolk heats a metal object within 60 feet. A creature touching the item takes 9 (2d8) fire damage when the spell is cast. On subsequent turns for 1 minute, the lizardfolk can use a bonus action to inflict the same damage. If a creature is holding the object, it makes a DC 10 Constitution saving throw or drops the object. If it can’t or won’t drop the object, it has disadvantage on attack rolls and ability checks until the start of the lizardfolk’s next turn.

Conjure Animals (3rd-Level; V, S, Concentration). The lizardfolk summons 1 swarm of poisonous snakes or 3 crocodiles , which appear in spaces the lizardfolk can see within 60 feet and remain for 1 hour or until killed. The beasts are allies that act on the lizardfolk’s turn under its control.

Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Combat

Lizardfolk hide underwater, making bite attacks with advantage when possible. Otherwise, they attack with club and shield. Outside their territory, they retreat once half their number are defeated. When protecting their territory, they fight to the death.


Names

Gleamwater, Isla, Ka, Kesk, Redroot, Zartha


Legends and Lore

With a History or Nature check, characters can learn the following:

DC 10 Lizardfolk live in isolated communities in jungles and swamps. While not inherently evil, they are distrustful of outsiders.

DC 15 Lizardfolk can hold their breath for long periods of time. They often ambush trespassers from beneath the water.

DC 20 In ages past, lizardfolk made pacts with beings from the outer planes. Occasionally, a lizardfolk will be born possessing a vestige of the power granted by these ancient pacts.

Description

Lizardfolk are reptilian humanoids who dwell in isolated communities in jungles and swamps. Fiercely territorial, they are quick to drive off (or simply kill) trespassers. 

Metal Poor. Most lizardfolk live in metal-poor areas, crafting their fish hooks, spears, and other equipment out of stone, wood, and bone. Though experts with these materials, lizardfolk understand that superior tools and weapons can mean the difference between life and death, especially when resisting steel-wielding invaders. Lizardfolk trade for metal when they can and strip it from their dead enemies when they can’t. 

Cold Blooded. Lizardfolk are cold-blooded creatures with slow metabolisms. They are economical in their movements and remain perfectly still when idle. To other folk, lizardfolk can appear inexpressive, even alien, but they feel emotion as much as other people. Lizardfolk distrust outsiders, but they are stalwart allies once their loyalty is earned.

Lost Empires. According to their own legends, lizardfolk were among the first people to walk the earth. Their civilization stretched from the depths of the earth and sea to the highest mountain peaks. They borrowed power from celestials and fiends alike, expanding their dominion until finally the gods themselves intervened. The descendents of the great lizardfolk empire are now scattered, with no memory of their former glory save for fallen towers half-buried in the muck.

Behavior

1 Camouflaged, scouting

2 Making weapons or jewelry

3 On a trade expedition, offering amber and food for metal

4 Ignore strangers unless approached

5 Attack on sight

6 Recently raided by rivals or monsters

Signs

1 Abandoned huts

2 A stone altar with a piece of dragon eggshell resting on it

3 A wall of sharpened stakes

4 A leather rucksack filled with stone tools

5-6 DC 15 Perception or Survival check: clawed footprints

Encounters

Lizardfolk inhabit jungles and swamps.

CR 0–2 1 or 2 lizardfolk ; lizardfolk druid

Treasure polished stone necklace (25 gp), 2 packets of healing herbs (act as potions of healing )

CR 3–4 3 or 4 lizardfolk ; 2 lizardfolk with 1d4 giant lizards or crocodiles ; lizardfolk druid with 1 or 2 lizardfolk

Treasure 4 amber gemstones (100 gp each), potion of heroism

CR 5–10 lizardfolk chosen one with 1d4 + 2 lizardfolk ; lizardfolk chosen one with lizardfolk druid and 1d4 lizardfolk ; lizardfolk druid with giant crocodile and 3 lizardfolk

Treasure fragment of ancient stone covered in glowing sigils (750 gp to certain buyers), helm of telepathy

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.