Skeleton, Giant Lizard

Family: Skeletons

Large undead, lawful evil

Armor Class 13 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 30 ft., climb 30 ft.

16 (+3) 13 (+1) 14 (+2) 2 (-4) 10 (+0) 5 (-3)

Saving Throws Wisdom +2
Skills Athletics +5
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal
Challenge 1 (200 XP)

Special Traits

  • Undead Nature. A giant lizard skeleton doesn’t require air, food, drink, or sleep.


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  • Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the giant lizard skeleton can’t use its tail attack on another target. If the target’s check to escape the grapple succeeds by 5 or more, the giant lizard skeleton’s tail breaks and it can’t use its tail again until it finishes a long rest.
Section 15: Copyright Notice

Tegel Manor © 2019, Frog God Games, LLC; Authors: Bill Webb & Thom Wilson with additional material by Gabor Lux