Webtouched Lizardfolk

Medium humanoid (lizardfolk), neutral evil

Armor Class 16 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +6, Wis +5
Skills Perception +8, Stealth +6
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 18
Languages Draconic
Challenge 5 (1,800 XP)

SPECIAL TRAITS

  • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
  • Sticky Skin. When a creature hits the lizardfolk with a melee weapon attack for the first time on a turn, the attacker must succeed on a DC 14 Strength saving throw or their weapon adheres to the lizardfolk. If the creature doesn’t let go of the weapon (or if they attacked with an unarmed strike or natural weapon), they are considered grappled by the lizardfolk. A creature can repeat this saving throw in place of one attack on its turn, freeing its weapon on a success.

ACTIONS

  • Multiattack. The lizardfolk makes two Greataxe attacks.
  • Blastspore. Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 17 (5d6) force damage and the target is blinded and deafened until the end of its next turn.
  • Chomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
  • Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage.

REACTIONS

  • Seize the Prey. As a reaction when a creature within 5 feet of the lizardfolk moves out of its reach, it can make a Chomp attack. If this attack hits, the creature’s speed is reduced to 0 for the rest of the turn, and the creature is pulled up to 5 feet into an unoccupied space within 5 feet of the lizardfolk.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

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