monster manual 5e pdf

(Jeff_L) #1
Medium humanoid (lizardjolk), neutral

Armor Class 13 (natural armor)
Hit Points 27 (Sd8 + 5)
Speed 30 ft., swim 30 ft.

STR
15 (+2)

DEX
10 (+0)

CON
13 (+1)

INT
10 (+0)

Skills Perception +4, Stealth +4, Survival +6
Senses passive Perce ption 14
Languages Draconic
Challenge 2 (450 XP)

WIS
15 (+2)

CHA
8 (-1)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Spellcasting (Lizardfolk Form Only). The lizardfolk is a 5th-level
s pellcaster. Its spellcasting ability is Wisdom (spell save DC
1 2, +4 to hit with spell attacks). The lizardfolk has the following
druid spells prepared:


Can trips (at will): druidcraft, produce flame, thorn whip
1st Level (4 slots): entangle ,fog cloud
2nd Level (3 slots): heat metal, spike growth
3rd Level (2 s lots): conjure animals (reptiles only), plant growth


ACTIONS


Multiattack (Lizardfolk Form Only). The lizardfolk makes two
attacks: one with its bite and one with its claws.


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage, or 7 (ld10 + 2) piercing
damage in crocodile form. If the lizardfolk is in crocodile form
and the target is a Large or smaller creature, the target is
grappled (escape DC 12). Until this grapple ends, the target is
restrained, and the lizardfolk can't bite another target. If the
lizardfolk reverts to its true form, the grapple ends.


Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.


Change Shape (Recharges after a Short or Long Rest). 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 action. Its statistics, other than its size, are the same
in each form. Any equipment it is wearing or carrying is n't
transformed. It reverts to its true form if it dies..


'"IN ALL MY DEALINGS WITH THE
Lll:ARDFOLK, I \VAS NEVER ABLE TO
TELL \VHJ\T THEY WERE THINKING.
THEIR REPTILIAN EVES BELIED NO
HINT OF THEIR INTENTIONS. I GAVE
THEM SUPPLIES. THEY GI\VE ME
THE WILLIES
-A MERCHANT'S ACCOUNT OF HIS
EXPERIENCE WITH THE
lll.AROFOLK TRIBES OF THE
LnARD MARS H

Armor Class 15 (natural armor)
Hit Points 78 (l2d8 + 24)
Speed 30ft., swim 30ft.

STR
17 (+3)

DEX
12 (+1)

CON
15 (+2)

Saving Throws Con +4, Wis +2

INT
11 (+0)

Skills Perce ption +4, Stealth +5, Survival +4
Condition Immunities frightened

WIS
11 (+0)

Senses darkvision 60 ft., passive Perce ption 14
Languages Abyssal, Draconic
Challenge 4 (1 ,100 XP)

CHA
15 (+2)

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Skewer. Once per turn, when t he lizardfolk makes a melee
attack with its trident and hits, the target takes an extra 10
(3d6) damage, and the lizardfolk gains temporary hit points
equal to the extra damage dealt.

ACTIONS
Multiattack. The lizardfolk makes two attacks: one with its
bite and one with its claws or trident or two melee attacks with
its trident.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) slashing damage.

Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or
7 (1d8 + 3) piercing damage if used with two hands to make a
melee attack.

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