Monster Manual 5E

(Nancy Kaufman) #1

LIZARD FOLK
Lizardfolk are primitive reptilian hum a noids that lurk in
the swamps and jungles of the world. Their hut villages
thrive in forbidding grottos, half-sunken ruins, and
watery caverns.
Territorial Xenophobes. Lizardfolk deal a nd trade
with other races only rarely. Fiercely territorial, they
use camouflaged scouts to guard the perimeter of their
domain. Whe n unwelcome visitors are detected , a tribe
s ends a hunting band to harass or drive the trespassers
off, or tricks them into blundering into the lairs of
crocodiles and other dange rous creatures.
Lizardfolk have no notion of traditional morality, a nd
they find the concepts of good and evil utte rly alien.
Truly neutral creatures, they kill when it is expedient
and do whatever it takes to survive.
Lizardfolk rarely stray beyond their claimed hunting
grounds. Any creature that enters their territory is fair
game to be stalked, killed, and devoured. They make no
distinction betwee n humanoids, beasts, and monsters.
Similarly, lizardfolk don't like reaching too fa r beyond
the ir borders, where they could easily become the
hunted instead of the hunters.
Occasions might arise when lizard folk
will form alliances with their neighbors.
These lizardfolk usually learn firstha nd
that huma ns, dwarves, ha lflings, and
elves can sometimes prove helpful or
trustworthy. Once liza rdfolk forge ties with
outside rs, they are steadfast and fierce allies.
Great Feasts and Sacrifices. Lizard folk are
omnivorous, but they have a taste for huma noid
flesh. Prisoners are often take n back to their camps
to become the centerpieces of great feasts and rites
involving dancing, storytelling, and ritual combat.
Victims are either cooke d a nd eaten by the tribe, or a re
sacrificed to Semuanya, the lizardfolk god.
Canny Grafters. Though they aren't skilled artisans,
lizardfolk craft tools and ornamental jewelry out of the
bones of their kills, and they use the hides and shells of
dead monsters to c reate shields.
Lizardfolk Leaders. Lizardfolk respect and fear
magic with a religious awe. Lizardfolk shamans lead
their tribes, overseeing rites and ceremonies pe rformed
to honor Semuanya. From time to time, however, a
lizardfolk tribe produces a powerful figure touched not
by Semuanya but by Sess'inek-a reptilian demon lord
who seeks to corrupt and control the lizardfolk.
Lizard folk born in Sess'inek's image are larger a nd
more cunning than other lizardfolk, and a re thoroughly
evil. These lizard kings and queens dominate lizardfolk
tribes, usurping a shaman's authority a nd inspiring
uncharacteristic aggression among their subjects.
Dragon Worshipers. Liza rdfolk speak Draconic,
which they are thought to have learned from dragons in
ancient times. A tribe tha t wanders into the territory of a
dr,agon will offer it tribute to win its favor. An evil d ragon
might exploit liza rdfolk for its own vile ends, turning
them into ra iders and plunde rers.


LIZARD FOLK
Medium humanoid (lizardfolk), neutral

Armor Class 15 (natural armor, shield)
Hit Points 22 (4d8 + 4)
Speed 30ft., swim 30 ft.

STR
15 (+2)

DEX
10 (+0)

CON
13 (+1)

INT
7 (-2)

Skills Perception +3, Stealth +4, Survival +5
Senses passive Perception 13
Languages Draconic
Challenge 1/2 (10 0 XP)

WIS
12 (+1)

CHA
7 (-2)

Hold Breath. The lizardfolk ca n hold its breath for 15 minutes.

ACTIONS
Multiattack. The lizardfolk makes two me lee attacks, each one
with a different weapon.

Bite. Melee Weapon Attack: +4 to hit, reac h 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning da mage.

javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30 / 1 20 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft. , one
target. Hit: 5 (1d6 + 2) piercing damage.
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