Ghosts of Saltmarsh

(Nancy Kaufman) #1

LIZARDFOLK SCALESHIELD


Serving as the elite warriors and officers of a lizardfolk
clan, these robust creatures wear thick armor made
from crocodile scales and metal. Trained in martial
weapons and advanced combat tactics, they are found
prolecting lizardfolk lairs such as lhe one in Danger
at Dunwater.


LIZARDFOLK SUBCHIEF


The lizard folk subchief (seen in Danger at Dunwater)
is a devout priest of Semuanya, pursuing the worship
of its god in a manner similar to a cleric. It wields a
dagger crafted of a massive crocodile tooth blessed by
Semuanya, representing the subchief's prowess in both
battle and piety.


LIZARDFOLK S CALESHIELD
Medium humanoid (lizardfolk), neutral

Armor Class 16 (scale mail, shield)
Hit Points 32 (5d8 + 10)
Speed 30 ft., swim 30 ft.


STR
15 (+2)

DEX
10 (+O)

CON
14 (+2)

INT
7 (-2)

WIS
12 (+l)

Skills Athletics +4, Perception +3, Survival +S
Senses passive Perception 13
Languages Draconic
Challenge 1 (200 XP)


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


ACTIONS


CHA
7 (-2)

Multiattack. The scaleshield makes two melee attacks, each
one with a different weapon.


Morningstar. Melee Weapon Attack: +4 to hit, reach S ft., one
target. Hit: 6 (ld8 + 2) p iercing damage.


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (ld6 + 2) piercing damage.


Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., o ne
target. Hit: 5 (ld6 + 2) piercing damage.


REACTIONS

Shield Block. If an ally within 5 feet of the scaleshield is hit
by an attack, the scaleshield can reduce that attack's dam-
age by half.


'\PPF ... l>I X <; MO":-; 1 l R~ \ 'lll Nl'I S


LIZARDFOLK SUBCHIEF
Medium humanoid (lizardfolk), neutral

Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 30 ft.

STR
14 (+2)

DEX

12 (+ 1)

Saving Throws Wis +S

CON
14 (+2)

INT
10 (+O)

WIS
16 (+3)

Skills Athletics +4, Perception +5, Survival +5
Senses passive Perception 15
Languages Draconic
Challenge 3 (700 XP)

CHA
12 (+l)

Hold Breath. The subchief can hold its breath for 15 m inutes.
Spel/casting. The subchief is a 5th-level spellcaste r. Its spell-
casting ability is Wisdom (spell save DC 13, +S to h it wit h spell
attacks). It has t he following cleric spells prepare d :
Cantrips (at will): light, sacred flame, spare the dying,
thaumaturgy
1st level (4 slots): command, guiding bolt, purify food and drink
2nd level (3 s lots): hold person, lesser restoration, silence
3rd level (2 slots): bestow curse, dispel magic

ACTIONS
Tooth Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (ld4 + 2) piercing damage.

jaws ofSemuanya (Recharge 5-6). The subchiefinvokes the
primal magic ofSemuanya, summoning a spectral maw a round
a target it can see within 60 feet of it. The target must make a
DC 13 Dexterity saving t hrow, taking 22 (Sd8) piercing damage
on a failed save, or half as muc h damage on a successful one. A
creature t hat fails t h is saving t hrow is also frightened until t he
end of its next turn.


  • r

Free download pdf