Lizardfolk Chieftain

Family: Lizardfolk

Large humanoid (lizardfolk), neutral (At-sa are chaotic evil)

Armor Class 16 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 40 ft., swim 40 ft.

18 (+4) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 14 (+2)

Senses passive Perception 11
Languages Draconic
Challenge 6 (2,300 XP)


  • Hold breath. Lizardfolk can hold their breath for 15 minutes.
  • Rally The presence of the chieftain grants allied lizardfolk advantage on saving throws against mind-affecting effects.


  • Multiattack. The chieftain makes two melee attacks.
  • Bellowing charge. The chieftain lets out a fearsome roar and charges its foes. The chieftain moves 80 feet and makes a Bite or Great warclub attack.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed at a DC 15 Constitution saving throw or lose a hit die. A creature with no hit dice to lose takes an additional 4 (1d8) necrotic damage. Lost hit dice are recovered normally.
  • Great warclub. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 18 (4d6 + 4) bludgeoning and piercing damage.
  • Tail lash. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 8 (1d8 + 4) bludgeoning damage and target must succeed at a DC 15 Strength saving throw or be forced prone.


The Sha-a and Van-a chieftains are simply larger lizardfolk elders; among the At-sa, chieftains attain their great size by eating all challengers. Chieftains have longer tails and thicker scales than their smaller brethren, and deep throats that can let loose terrible roars.

Section 15: Copyright Notice

Island of Sorrow, © 2020, Frog God Games; Author Ken Spencer

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