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.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 14 (+2)

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

SPECIAL TRAITS

  • 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.

ACTIONS

  • 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.

ABOUT

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.

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

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