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Multiattack.

The lizardfolk makes two attacks: one with its bite and Produce Flame (Time: Action, Type: Fire, Range: 30ft)
Lizardfolk Shaman
2 one with its claws. Make a ranged spell attack. On hit target takes 2d8 fire damage.

CR
Size: Medium ACTION: Bite. Thorn Whip (Time: Action, Type: Piercing, Range: 30ft)
Alignment: Neutral Make a melee spell attack against the target. If the attack hits,
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
Type: Humanoid the creature takes 2d6 piercing damage, and if the creature is
(1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage in
Large or smaller, you pull the creature up to 10 feet closer to you.
crocodile form. If the lizardfolk is in crocodile form and the target is
+2 a Large or smaller creature, the target is grappled (escape DC 12).
Skills Perception +4, Stealth +4, Survival +6 Until this grapple ends, the target is restrained, and the lizardfolk Entagle (Time: Action, Save:Strength, Range: 90ft)
STR can't bite another target. If the lizardfolk reverts to its true form, the Weeds sprout from ground in a 20-foot square starting from a
Senses passive Perception 14 point in range. For duration, ground is difficult terrain. A creature in
grapple ends.
Proficiency Bonus +2 the area when you cast the spell must succeed on a Str saving or
be restrained until the spell ends. A creature restrained can use its
action to make a Strength check against your spell save DC.
+0 ACTION: Claws.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
DEX (1d4 + 2) slashing damage. Fog Cloud (Time: Action, Range: 120ft)
You create a 20-foot-radius sphere of fog centered on a point
within range. The sphere spreads around corners, and its area is
ACTION: Change Shape heavily obscured, It lasts for the duration or until a wind disperses it.

+1 The lizardfolk magically polymorphs into a crocodile, remaining


in that form for up to 1 hour. It can revert to its true form as a bonus Heat Metal (Time: Action, Type: Fire, Save: Con, Range: 60ft)
CON action. Its statistics, other than its size, are the same in each form. Choose a metal object you can see. You cause the object to
Any equipment it is wearing or carrying isn't transformed. It reverts glow red. Any creature in contact with object takes 2d8 fire dmg.
Until the spell ends you can use bonus action on each other turn to
to its true form if it dies. cause the dmg again. If the creature holds the object he must
----------------------------------------------------------- succeed on Con ST or drop object if it can. It it doesn't drop it, it has
+0 Spellcasting. The lizardfolk is a 5th-level spellcaster. Its disadvantage on atk rolls and ability check.
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
INT
spell attacks). The lizardfolk has the following druid spells Spike Growth ()
prepared: The ground in a 20-foot radius centered on a point within range
area becomes difficult terrain for the duration. When a creature
Cantrips (at will): druidcraft, produce flame, thorn whip moves in the area, it takes 2d4 piercing damage for every 5 feet it
+2 30ft, swim 30ft 1st level (4 slots): entangle, fog cloud
travels. The transformation is camouflaged to look ok. Any creature
that can’t see the area at the time the spell must make a Perception
WIS SPEED 2nd level (3 slots): heat metal, spike growth check against your spell save DC to recognize the terrain.
3rd level (2 slots): conjure animals (reptiles only), plant growth

Plant Growth ()
All plants in 100foot radius become thick. Creature moving thru
+0 47 13 must spend 4feet for every 1foot they move.

CHA HIT POINTS ARMOUR Conjure Animals ()

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