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Lizardfolk

Lizardfolk
Create

Lizardfolk are imposing, reptilian humanoids, standing between 6 and 7 feet tall, with muscular builds encased in thick, scaly hides that range from swampy greens to earthy browns and sandy grays. Their elongated, crocodilian snouts bristle with sharp teeth, while their glowing yellow or green eyes exude a primal intensity. Long, powerful tails aid in balance and swimming, and their clawed hands and feet are both deadly and dexterous. Bony crests or ridges often adorn their heads, serving as markers of status or age within their tribes. Their scales glisten in damp environments, blending seamlessly into their surroundings for camouflage.

Behavior
Lizardfolk are pragmatic and unsentimental, valuing actions that ensure survival above all else. They approach life with a cold rationality, often perplexing other species with their lack of emotional nuance. Acts of kindness or cruelty are foreign concepts to them; every decision is weighed against its immediate utility. Fiercely territorial, Lizardfolk defend their homes and resources with calculated aggression, but they are not inherently hostile unless provoked or hungry. Their tribal bonds are strong, and they work collectively to ensure their survival.

Habitat
Lizardfolk thrive in wetlands, swamps, marshes, and tropical jungles, environments that suit their amphibious capabilities. They build rudimentary settlements of mud, reeds, and bones, blending naturally into the landscape. These communities often feature underwater chambers and hidden escape routes. Their homes are surrounded by traps and natural defenses, such as quicksand pits and concealed spikes, to deter intruders. Lizardfolk are adept at navigating their treacherous habitats, utilizing their swimming prowess and acute senses to dominate these regions.

Modus Operandi
Lizardfolk operate with a survivalist mindset. They hunt and forage with precision, using simple yet effective tools crafted from bone, stone, or salvaged metal. Predators by nature, they prefer ambush tactics, leveraging their stealth and environment to overwhelm prey or enemies. In combat, they employ brute strength and cunning, using their claws, teeth, and makeshift weapons in tandem with the terrain. Diplomacy is rare but not unheard of; they will ally with outsiders if it furthers their tribe’s survival or secures valuable resources.

Motivation
The Lizardfolk’s driving force is survival. Every action is guided by the need to sustain themselves and their tribe in an often-hostile world. They seek food, shelter, and territory, viewing these not as luxuries but as essential components of life. While some Lizardfolk tribes may pursue knowledge of magic or weaponry, these endeavors are always tied to practical advantages. Their motivations can appear alien to other species, as they lack the sentimental desires for glory, love, or legacy. However, their loyalty to their tribe and their role within it is unshakable—a primal reflection of their evolutionary roots.


  • Lizardfolk 5e
  • Scalebinder 5e
  • Swampsinger 5e
  • Fanghunter 5e
  • Eggwarden 5e
  • Mirestalker 5e
  • Scalekeeper 5e
  • Scouts 5e
  • The Witchdoctor 5e
  • The Chief 5e
  • Lizardfolk Pathfinder
lizardfolk
Create

Medium humanoid (lizardfolk), neutral


Armor Class 15 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., swim 30 ft.


STRDEXCONINTWISCHA
15 (+2)10 (+0)12 (+1)7 (-2)12 (+1)7 (-2)

Skills Perception +3, Survival +3
Senses Passive Perception 13
Languages Draconic
Challenge 1/2 (100 XP)


TRAITS

Hold Breath.

The lizardfolk can hold its breath for up to 15 minutes.

Hunter’s Lore.

The lizardfolk is proficient in two of the following skills: Perception, Stealth, or Survival.

Natural Armor.

The lizardfolk’s tough, scaly hide grants it an AC of 15 without needing armor.

Primal Instincts.

The lizardfolk has advantage on saving throws against being frightened.


ACTIONS

Multiattack.

The lizardfolk makes two melee attacks: one with its bite and one with its melee weapon.

Bite (Melee Weapon Attack):

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

Spear (Melee or Ranged Weapon Attack):

+4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 6 (1d8 + 2) piercing damage when used two-handed in melee or 5 (1d6 + 2) piercing damage otherwise.

Hungry Jaws (Recharges after a Short or Long Rest).

The lizardfolk makes a bite attack. If it hits, it gains temporary hit points equal to its Constitution modifier (minimum of 1).


TACTICS

  • Before Combat: Lizardfolk rely heavily on ambush tactics, leveraging their natural camouflage in swamps and water. They lie in wait, often submerged, until prey or intruders are within striking distance.
  • During Combat: Lizardfolk use their Spear at range first to soften targets and follow up with melee attacks. They prioritize weaker or isolated foes, using Multiattack to maximize damage.
  • Hungry Jaws: This ability is reserved for moments when the lizardfolk is in immediate danger, as it allows them to gain temporary hit points for survival.
  • Environmental Advantage: If near water, lizardfolk retreat into it to exploit their swimming speed, making it difficult for land-based opponents to follow. They may also use terrain traps, like leading enemies into quicksand or bramble-filled areas.

ENVIRONMENT AND ROLEPLAY

Lizardfolk are primal, pragmatic hunters, shaped by their swampy environment. They care little for morality, viewing everything in terms of survival. Their settlements are built in concealed, natural locations surrounded by water or marshland, with defenses that blend into the environment.

Lizardfolk value strength and utility. They are fiercely loyal to their tribe and act collectively to repel intruders or secure resources. Despite their savagery, they can be negotiated with if offerings or trade are beneficial to their tribe’s survival.

In encounters, lizardfolk are not needlessly aggressive. They assess threats carefully, using their cunning and teamwork to fight only when necessary, ensuring their tribe’s continued survival.

Composing Photomontage Mystical  - Tabor / Pixabay, Lizardfolk
Tabor / Pixabay

This reptilian humanoid  has green scales, a short and toothy snout, and a thick alligator-like tail.

Orginally posted on Pathfinder SRD

Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright.

Most lizardfolk stand 6 to 7 feet tall and weigh 200 to 250 pounds, their powerful muscles covered in scales of gray, green, or brown. Some breeds have short dorsal spikes or brightly colored frills, and all Swim well by moving with flicks of their powerful 4-foot-long tails. While completely at home in the water, they breathe air and return to their clustered mound-dwellings to breed and sleep. As their reptilian blood makes them sluggish in the cold, most lizardfolk hunt and work during the day and retreat to their homes at night to curl up with other tribesmen in the shared warmth of large peat fires.

Though generally neutral, lizardfolks’ standoffish demeanor, staunch rejection of civilization’s ‘gifts,’ and legendary ferocity in battle cause them to be viewed negatively by most humanoids. These traits stem from good reasons, however, as their own slow rate of reproduction is no match for warm-blooded humanoids, and those tribes who don’t defend their wetland territories to the last breath quickly find themselves overwhelmed by the mammalian hordes. As for their tendency to consume the bodies of dead friends and enemies alike, the practical lizardfolk are quick to point out that life is hard in the swamp, and nothing should go to waste.

The lizardfolk presented here dwell in a swampy environment. Lizardfolk tribes can exist in other environments as well, but they lose their Swim speed and instead gain a Climb speed of 15 feet.

Lizardfolk CR 1
XP 400

N Medium humanoid (reptilian)Init +0; Senses Perception +1

DEFENSE

AC 17, touch 10, flat-footed 17 (+5 natural, +2 shield)hp 11 (2d8+2)

Fort +4, Ref +0, Will +0
OFFENSE
Speed 30 ft., Swim 15 ft.Melee Morningstar +2 (1d8+1), bite +0 (1d4), or claw +2 (1d4+1), bite +2 (1d4+1)  

Ranged javelin +1 (1d6+1)

STATISTICS
Strength 13, Dexterity 10, Constitution 13, Intelligence 9, Wisdom 10, Charisma 10

Base Atk +1; CMB +2; CMD 12

Feats MultiattackSkills Acrobatics +2, Perception +1, Swim +8; Racial Modifiers +4 AcrobaticsLanguages DraconicSQ hold breath

ECOLOGY
Environment temperate swampsOrganization solitary, pair, band (3-12), or tribe (13-60)

Treasure NPC gear (heavy wooden shield, Morningstar, 3 javelins)

SPECIAL ABILITIES
Hold Breath (Ex)

A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Lizardfolk Scalebinder
Create
  • Role: The Scalebinder is the tribe’s diplomat and intermediary, skilled in forging alliances, mediating disputes, and maintaining the delicate balance of power between neighboring tribes or creatures. Lizardfolk see them as the voice of reason and strategy, representing the collective will of the tribe.
  • Appearance: The Scalebinder has bright, polished scales in striking hues of emerald or cobalt, signifying their elevated status. They wear a cloak of woven reeds, reinforced with glimmering shed scales and adorned with feathers and polished stones. Their claws are painted with natural dyes, forming intricate tribal patterns that denote their role as the tribe’s emissary.
  • Traits: Charismatic, perceptive, and cunning. The Scalebinder is adept at reading situations and manipulating outcomes, using their sharp wit and primal authority to maintain peace—or provoke war when necessary.
  • Surroundings: Found at the edge of the tribe’s territory, where they meet outsiders. Often positioned in a semi-circle of carved stone markers, each symbolizing a neighboring faction or spirit they negotiate with. Their voice is steady, their posture proud, commanding respect even among predators.

LIZARDFOLK SCALEBINDER
Medium humanoid (Lizardfolk), lawful neutral


Armor Class 15 (natural armor)
Hit Points 84 (16d8 + 16)
Speed 30 ft., swim 30 ft.


STRDEXCONINTWISCHA
14 (+2)14 (+2)14 (+2)12 (+1)16 (+3)18 (+4)

Saving Throws Cha +7, Wis +6
Skills Insight +6, Persuasion +7, Religion +5, Survival +6
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 13
Languages Draconic, Common, Sylvan
Challenge 6 (2,300 XP)


TRAITS

  • Amphibious. The Scalebinder can breathe air and water.
  • Cunning Action. The Scalebinder can take a bonus action on each of its turns to Dash, Disengage, or Hide.
  • Spells. The Scalebinder is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Scalebinder has the following spells prepared:Cantrips (at will): Thaumaturgy, Guidance, Toll the Dead, Sacred Flame
    1st level (4 slots): Disguise Self, Charm Person, Command, Detect Magic
    2nd level (3 slots): Hold Person, Misty Step, Aid
    3rd level (3 slots): Counterspell, Revivify, Fear
    4th level (3 slots): Greater Invisibility, Freedom of Movement
    5th level (2 slots): Dominate Person, Wall of Force

ACTIONS

  • Multiattack. The Scalebinder makes two attacks with its Scaleblade or casts one spell and makes one attack.
  • Scaleblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage.
  • Commanding Presence (Recharge 5-6). The Scalebinder releases an aura of authority and overwhelming presence. Each creature of its choice within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened of the Scalebinder until the end of its next turn. A creature that succeeds on the saving throw is immune to this effect for the next 24 hours.
  • Healing Mist (1/Day). The Scalebinder creates a healing mist in a 15-foot radius centered on itself. Each creature in the area regains 15 (3d8) hit points. Creatures in the area must also make a DC 14 Constitution saving throw or be poisoned for 1 minute.
  • Tactical Command (Recharge 4-6). The Scalebinder chooses up to three creatures within 30 feet that can hear it. The chosen creatures can immediately use their reaction to take the Dash or Disengage action, regardless of their position. Additionally, each creature gains advantage on their next attack roll before the end of the Scalebinder’s next turn.

REACTIONS

  • Parry. The Scalebinder adds 3 to its AC against one melee attack that would hit it. To do so, the Scalebinder must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

The Scalebinder can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Scalebinder regains spent legendary actions at the start of its turn.

  • Command Ally (Costs 1 Action). The Scalebinder commands an ally to strike. One creature within 30 feet of the Scalebinder can immediately make one weapon attack with advantage.
  • Move (Costs 1 Action). The Scalebinder moves up to its speed without provoking opportunity attacks.
  • Arcane Rebuke (Costs 2 Actions). The Scalebinder targets one creature within 60 feet that has dealt damage to it. The creature must make a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and become frightened of the Scalebinder for 1 minute.

TACTICS AND STRATEGY

The Lizardfolk Scalebinder fights with a combination of calculated magic and tactical superiority, excelling at manipulating the battlefield to its advantage. In combat, the Scalebinder:

  1. Opens with Commanding Presence to instill fear and sow confusion among enemy ranks.
  2. Uses Tactical Command to rally its allies, enabling them to escape danger or close the gap and attack with superior positioning.
  3. If an enemy spellcaster or strong foe is present, the Scalebinder will use Counterspell to negate their most dangerous magic.
  4. It avoids direct melee combat unless necessary, preferring to stay out of reach and use Toll the Dead, Sacred Flame, and Fear to whittle down enemies.
  5. When surrounded, Healing Mist is deployed to heal itself and its allies, while Greater Invisibility or Misty Step ensures it can keep a safe distance.

In its role as a diplomat or mediator, it is likely to speak diplomatically and use charm to manipulate weaker or less resolute enemies, shifting the tides in favor of its tribe. When forced into combat, the Scalebinder uses its spells and influence to ensure its allies are empowered while disorienting its enemies.


LAIR AND ENVIRONMENT

In battle, the Scalebinder thrives in environments where it can use its aquatic advantage, such as swamps or dense jungles. Their tribes often make their homes in sacred groves or deep caves, where ancient, natural forces provide them with spiritual power. The Scalebinder’s influence extends over these places, making it difficult for enemies to hide or retreat.

LIZARDFOLK SWAMPSINGER
Create
  • Role: The Swampsinger is the spiritual heart of the tribe, blending music, magic, and primal instinct to connect with the spirits of the swamp. They lead ceremonies to appease the spirits, summon rain, or ensure bountiful hunts.
  • Appearance: The Swampsinger’s scales shimmer with iridescent colors that seem to change in the flickering light of their fires. They are adorned with necklaces and bracelets made from the bones of prey, along with clusters of glowing fungi and bright feathers. Their most striking feature is a wide, frilled crest extending from their head, marked with painted patterns. They carry a carved wooden flute or drum made from hollowed logs and animal hide.
  • Traits: Mystical, deeply intuitive, and otherworldly. The Swampsinger’s enchanting melodies can calm beasts, inspire warriors, or summon eerie mists to conceal their tribe. They are revered as the voice of the swamp’s unseen powers.
  • Surroundings: The Swampsinger is often found at the heart of ceremonies, standing by a firepit surrounded by tribal dancers. The scene is illuminated by glowing fungi and fireflies, with the swamp itself seeming to pulse in rhythm with their song. Their voice blends with the croaks of frogs and rustling reeds, creating a hauntingly beautiful symphony.

LIZARDFOLK SWAMPSINGER

Medium humanoid (lizardfolk), neutral


Armor Class 14 (natural armor)
Hit Points 88 (16d8 + 16)
Speed 30 ft., swim 40 ft.


STRDEXCONINTWISCHA
14 (+2)12 (+1)14 (+2)12 (+1)16 (+3)18 (+4)

Saving Throws Wis +6, Cha +7
Skills Insight +6, Medicine +6, Persuasion +7, Stealth +4
Senses Darkvision 60 ft., passive Perception 13
Languages Draconic, Common, Sylvan
Challenge 6 (2,300 XP)


TRAITS

Amphibious.

The Swampsinger can breathe both air and water.

Swamp Magic (1/Day).

The Swampsinger can cast one of the following spells, using Charisma as its spellcasting modifier (+7 to hit with spell attacks, DC 15):

  • Entangle (1st level, lasts for 1 minute, once per day)
  • Speak with Animals (1st level, lasts for 10 minutes, once per day)
  • Summon Beast (3rd level, conjures a creature of the swamp for up to 1 hour, once per long rest)

Enchanting Song.

As an action, the Swampsinger can perform a song that influences the emotions of creatures within 30 feet. All creatures in range must succeed on a DC 15 Wisdom saving throw or be charmed by the Swampsinger for 1 minute. While charmed, creatures cannot take hostile actions against the Swampsinger. If they take damage, the charm is broken. The Swampsinger can use this ability once per short rest.

Reptilian Resilience.

The Swampsinger has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Natural Camouflage.

The Swampsinger can blend in with the swamp’s dense foliage, gaining advantage on Stealth checks made to hide in swampy terrain.


ACTIONS

Multiattack.

The Swampsinger makes two attacks: one with its Swamp Dagger and one with its Tail Strike.

Swamp Dagger.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) piercing damage.

Tail Strike.

Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage.

Lullaby of the Marsh.

Recharge 5-6
The Swampsinger sings a haunting melody that carries through the swamp’s air, causing creatures within 60 feet of it to fall into a deep slumber. All creatures that can hear the song must succeed on a DC 15 Wisdom saving throw or fall unconscious for 1 minute. Creatures can repeat the saving throw at the end of each of their turns. A creature that takes damage from an ally or is shaken awake by another creature can end the effect early. The Swampsinger can use this ability once per long rest.

Spellcasting (Charisma).

The Swampsinger is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The Swampsinger has the following spells prepared:

  • Cantrips (at will): Druidcraft, Minor Illusion, Vicious Mockery
  • 1st level (4 slots): Entangle, Cure Wounds, Faerie Fire
  • 2nd level (3 slots): Hold Person, Misty Step, Healing Word
  • 3rd level (3 slots): Call Lightning, Plant Growth
  • 4th level (2 slots): Polymorph, Control Water

REACTIONS

Reflective Shimmer.

When a creature within 5 feet of the Swampsinger hits it with an attack, the Swampsinger can use its reaction to momentarily shift its scales, creating a burst of blinding light. The attacker must make a DC 15 Constitution saving throw or be blinded until the start of the Swampsinger’s next turn.


TACTICS

The Lizardfolk Swampsinger is a master of controlling the battlefield and manipulating its enemies. It prefers to start combat with its Enchanting Song to charm hostile creatures and avoid direct confrontation. If the fight is going poorly, it uses Lullaby of the Marsh to incapacitate enemies, giving it time to retreat or reorganize its defenses. It frequently relies on Natural Camouflage to hide within its swampy environment, using Stealth to approach quietly or escape if overwhelmed.

When forced into melee combat, the Swampsinger uses its Swamp Dagger and Tail Strike to deal with close-range enemies, prioritizing enemies that are not charmed or incapacitated. It uses its Spellcasting to further control the environment and manipulate the battlefield. Spells like Entangle and Faerie Fire hinder enemies, while Cure Wounds and Healing Word keep it in fighting shape. If necessary, the Swampsinger can Polymorph into a more powerful form or shape-shift into an aquatic creature using Control Water to escape into the swamp.


LEGENDARY ACTIONS

The Swampsinger can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Swampsinger regains spent legendary actions at the start of its turn.

  • Camouflage (Costs 1 Action).
    The Swampsinger takes the Hide action, gaining advantage on its Stealth check.
  • Swamp Strike (Costs 2 Actions).
    The Swampsinger makes a tail attack against a creature within 10 feet of it.

ENVIRONMENT AND LORE

The Lizardfolk Swampsinger is a powerful druidic figure found in the deepest, most magical swamps. It is an embodiment of nature’s arcane power, a guardian of the marshlands, and a healer who is deeply connected to the natural forces around it. Its songs, woven with both magic and primal emotion, hold sway over the creatures and spirits of the swamp.

Swampsingers are often worshipped by those who live near or in swamps, as they can calm even the most hostile creatures or turn the tides of nature in their favor. However, their emotional manipulation and deep connection to the swamp’s magical currents make them unpredictable and dangerous foes if angered or threatened.

Swampsingers are most active during dusk or night, when the swamp is alive with creatures and the bioluminescence of the environment is at its peak. Their eerie melodies can be heard floating over the still waters, beckoning to those who venture too close to the heart of the swamp.

Fanghunter
Create
  • Role: The Fanghunter is the tribe’s most skilled predator, specializing in tracking and taking down the most dangerous beasts in the swamp. Their role is essential for providing food, materials, and bolstering the tribe’s dominance over the territory.
  • Appearance: The Fanghunter is lean but muscular, their scales dappled with earthy tones of brown and green for natural camouflage. Their face is adorned with claw-mark tattoos, symbols of each great hunt they have completed. They wear light armor made from crocodile hide and carry an arsenal of weapons, including a harpoon, bolas, and a serrated bone dagger. Their tail is notched or scarred, a testament to their survival against ferocious foes.
  • Traits: Ruthless, resourceful, and fiercely independent. The Fanghunter is a master of stalking prey, moving silently through dense marshes and striking with precision. They possess an almost supernatural sense of timing, knowing exactly when to attack.
  • Surroundings: The Fanghunter is usually encountered deep in the swamp, far from the safety of the tribe. They crouch among reeds or perch silently on a gnarled tree, their golden eyes glinting as they wait for the perfect moment to strike. Their kills are often celebrated in tribal feasts, with trophies displayed to honor their prowess.

FANGHUNTER

Medium humanoid (lizardfolk), neutral


Armor Class 15 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 40 ft., climb 30 ft.


STRDEXCONINTWISCHA
16 (+3)14 (+2)16 (+3)12 (+1)14 (+2)10 (+0)

Skills Acrobatics +4, Athletics +5, Stealth +5, Survival +4
Senses Darkvision 60 ft., passive Perception 12
Languages Draconic, Common
Challenge 7 (2,900 XP)


TRAITS

Ambush Predator.

The Fanghunter has advantage on attack rolls against creatures that are surprised or have not acted yet in combat.

Keen Senses.

The Fanghunter has advantage on Wisdom (Perception) checks that rely on smell or sight.

Climber.

The Fanghunter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Feral Instinct.

The Fanghunter can add its Wisdom modifier (+2) to its initiative rolls, reflecting its natural alertness and deadly reflexes in combat.

Reptilian Agility.

The Fanghunter can take the Dash or Disengage action as a bonus action once per short rest.


ACTIONS

Multiattack.

The Fanghunter makes three attacks: one with its Fang Dagger and two with its Claw Attacks.

Fang Dagger.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) piercing damage, plus 7 (2d6) poison damage.

Claw.

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

Jaws of the Fanghunter.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The Fanghunter can use this ability once every short rest.

Hunter’s Mark (Recharge 5-6).

The Fanghunter can mark one creature it can see within 60 feet as its prey. The marked target takes an additional 1d6 damage from the Fanghunter’s attacks. The effect lasts for 1 hour, until the target drops to 0 hit points, or the Fanghunter marks another target. The Fanghunter can use this ability once per long rest.

Frightening Roar (Recharge 5-6).

The Fanghunter lets out a terrifying roar. All creatures within 30 feet of the Fanghunter must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


REACTIONS

Riposte.

When a creature within 5 feet of the Fanghunter misses it with a melee attack, the Fanghunter can use its reaction to make a Claw attack against the creature.


TACTICS

The Fanghunter is a deadly and resourceful predator, using both physical prowess and cunning to bring down its prey. It prefers to strike from the shadows, using Ambush Predator to gain the upper hand in combat.

At the start of combat, the Fanghunter will typically use its Frightening Roar to demoralize and disable as many enemies as possible, while marking its prey with Hunter’s Mark to focus its attacks. If it needs to chase down a fleeing target, it will use Reptilian Agility to move quickly and efficiently, engaging with its foes at range before closing in for the kill.

Once engaged in melee combat, the Fanghunter will utilize Jaws of the Fanghunter to incapacitate enemies with poison, allowing it to finish them off with its Fang Dagger and Claws. If it is struck in melee, it can retaliate with Riposte, potentially damaging the foe and further weakening them.

The Fanghunter’s Keen Senses allow it to track and anticipate enemy movements, and it will often take advantage of its Climber ability to gain superior positioning in trees or on difficult terrain. It is particularly effective when operating in dense forests, jungles, or caves where its natural abilities give it an edge.


LEGENDARY ACTIONS

The Fanghunter can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Fanghunter regains spent legendary actions at the start of its turn.

  • Claw Attack (Costs 1 Action).
    The Fanghunter makes a Claw attack against a creature within 5 feet of it.
  • Hunter’s Cunning (Costs 2 Actions).
    The Fanghunter can make a Stealth check to hide, even if it is in plain sight, or it can take the Disengage action without provoking opportunity attacks.

ENVIRONMENT AND LORE

The Fanghunter is a solitary predator that stalks the wildest corners of the world—dense jungles, treacherous marshes, and ancient forests. It is an expert at tracking prey and an absolute master of ambush tactics. With sharp claws, powerful jaws, and a venomous bite, the Fanghunter is a relentless hunter that can take down creatures much larger than itself.

Though they are often seen as part of the Lizardfolk clans, Fanghunters typically live alone or in small hunting groups. Their connection to nature allows them to communicate with the wilderness itself, sensing movements through the trees and hearing the heartbeat of their prey from miles away. Their terrifying roars are used not only to disorient foes but also to mark their territory and warn other creatures to stay away.

Legends tell of Fanghunters who have become spiritual leaders in their tribes, revered as embodiments of primal power. Their impressive hunting skills make them formidable foes for adventurers, and those who survive an encounter with one often find themselves scarred by both the Fanghunter’s tooth and its fearsome reputation.

Eggwarden
Create
  • Role: The protector of the tribe’s future, the Eggwarden is entrusted with the care, defense, and nurturing of the tribe’s eggs and hatchlings. This role is vital, as it ensures the survival of the tribe’s lineage.
  • Appearance: The Eggwarden has a broad, protective frame, with scales that are often pale or mottled, allowing them to blend into the sheltered nesting grounds. They wear ceremonial armor adorned with the symbols of fertility and life, such as carved lizard motifs and feathers. They often carry tools for excavation and gentle handling, such as curved bone scoops.
  • Traits: Fierce yet nurturing, Eggwardens are a paradox of tender care and ferocious aggression when their charges are threatened. They are highly disciplined and will sacrifice anything for the safety of the eggs and hatchlings.
  • Surroundings: The nesting grounds are a sanctuary, hidden deep within the tribe’s territory and protected by layers of natural barriers like dense vegetation, brambles, and water traps. The area is warm, humid, and often lit by the glow of bioluminescent plants. Eggwardens maintain constant vigilance, often patrolling or resting near the eggs with a watchful gaze.

EGGWARDEN

Large humanoid (lizardfolk), neutral


Armor Class 17 (Ceremonial Armor)
Hit Points 105 (14d10 + 28)
Speed 30 ft.


STR 18 (+4)
DEX 12 (+1)
CON 16 (+3)
INT 10 (+0)
WIS 18 (+4)
CHA 14 (+2)


Skills Medicine +7, Perception +7, Survival +7
Senses Darkvision 60 ft., passive Perception 17
Languages Draconic, Common
Challenge 7 (2,900 XP)


TRAITS

Protector of the Brood.

The Eggwarden can always sense the presence of its tribe’s eggs within a 300-foot radius, even through walls or natural barriers. If the eggs or hatchlings are threatened, the Eggwarden gains advantage on attack rolls and saving throws made to defend them.

Nurturing Fury.

When the Eggwarden is within 10 feet of a hatchling or an egg that it is protecting, it gains a bonus to damage rolls equal to its Wisdom modifier (+4). This bonus increases to +8 if an egg or hatchling is attacked.

Amphibious.

The Eggwarden can breathe both air and water.

Natural Camouflage.

The Eggwarden can use its bonus action to blend in with the environment, gaining advantage on Stealth checks when hiding in natural surroundings such as foliage, mud, or water.


ACTIONS

Multiattack.

The Eggwarden makes two attacks: one with its Claw and one with its Bone Scoop.

Claw.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 4) slashing damage.

Bone Scoop.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d4 + 4) bludgeoning damage. The Eggwarden uses this curved bone tool to gently lift or displace eggs, but it can also use it as a weapon to strike opponents.

Protective Strike.

When a creature the Eggwarden is protecting (such as a hatchling or egg) is hit by an attack, the Eggwarden can use its reaction to make a Claw attack against the attacker.

Fury of the Eggwarden (Recharge 5-6).

In a burst of primal rage, the Eggwarden channels its protective instincts and attacks with wild aggression. For 1 minute, the Eggwarden gains the following benefits:

  • Its Claw attacks deal an additional 7 (2d6) slashing damage.
  • It can make one additional Claw attack as part of its attack action.

Careful Handling.

The Eggwarden may spend 1 minute gently tending to an egg or hatchling, regaining 10 hit points in the process. It can also remove any poison or disease from the egg or hatchling.


REACTIONS

Vigilant Protection.

When a creature the Eggwarden is protecting (such as a hatchling or egg) is hit by an attack, the Eggwarden can use its reaction to move up to 15 feet toward the attacker and impose disadvantage on the attack roll.

Sacrificial Shield.

When the Eggwarden or a protected creature within 30 feet is hit by an attack, the Eggwarden can use its reaction to interpose itself, reducing the damage of the attack by half and taking the remaining damage.


LEGENDARY ACTIONS

The Eggwarden can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Eggwarden regains spent legendary actions at the start of its turn.

  • Claw Attack (Costs 1 Action).
    The Eggwarden makes a Claw attack against a creature within range.
  • Shield of Life (Costs 2 Actions).
    The Eggwarden can protect itself or a nearby egg or hatchling by channeling its life force. It gains 10 temporary hit points, or one creature within 10 feet of it gains 10 temporary hit points.

TACTICS

The Eggwarden is a guardian first and foremost. It will prioritize protecting the tribe’s eggs and hatchlings above all else, even at the cost of its own safety. In combat, the Eggwarden will focus on blocking enemies from reaching the eggs, using its Protective Strike and Vigilant Protection to shield them from harm. When faced with threats, it uses Fury of the Eggwarden to become a relentless and dangerous defender, unleashing fierce attacks to neutralize any creature that dares to harm the precious young it guards.

The Natural Camouflage trait allows it to blend into its surroundings, making it harder for enemies to find it in the heat of battle, while also giving it a tactical advantage in ambush situations. If an enemy does breach the defenses around the eggs, the Eggwarden will fight with everything it has to repel them, making use of Sacrificial Shield and Fury of the Eggwarden to defend the tribe’s future at all costs.

In situations where combat isn’t imminent, the Eggwarden may spend time Carefully Handling the eggs, ensuring their safety and health, or meditating to remain calm and focused. This caretaker role also reflects in its gentle nature outside of combat, making it a wise and trusted figure in the tribe.


LORE AND ENVIRONMENT

The Eggwarden is a vital protector in Lizardfolk society, entrusted with the responsibility of ensuring the survival of the tribe’s eggs and hatchlings. It is often found deep within the tribe’s territory, where it creates safe, isolated spaces within the tribe’s nesting grounds—areas surrounded by dense vegetation, water traps, and other natural defenses. The environment is typically warm and humid, illuminated by bioluminescent flora, which adds to the sense of security and serenity that the Eggwarden strives to maintain.

The Eggwarden’s ceremonial armor is often adorned with symbols of fertility, life, and the protection of the tribe’s lineage. These items can include carved lizard motifs, feathers, and other nature-based decorations. Despite their nurturing nature, Eggwardens are powerful warriors who will go to extreme lengths to defend their brood. Their disciplined mind and fierce spirit make them formidable opponents, able to fight with intensity when the tribe’s future is threatened.

The Eggwarden is often seen as a revered figure among the tribe, a wise and protective leader who ensures that the tribe’s next generation will continue to thrive.

Mirestalker
Create
  • Role: A specialist in aquatic and amphibious combat, the Mirestalker is an elite hunter and warrior who strikes swiftly from water or marshland. These Lizardfolk are tasked with patrolling the waterways, ambushing intruders, and ensuring the tribe’s dominance in their swampy domain.
  • Appearance: Mirestalkers are sleek and muscular, with streamlined bodies and webbed hands and feet. Their scales are a mix of dark green and blue, often smeared with mud for added camouflage. They wear lightweight leather armor that doesn’t impede their swimming and carry harpoons or tridents crafted from bone and stone. Their tails are long and powerful, used for swift propulsion underwater.
  • Traits: Deadly, cunning, and precise. Mirestalkers are ambush predators, using their intimate knowledge of the swamp’s terrain to outmaneuver and overwhelm their enemies.
  • Surroundings: Often seen lurking just beneath the water’s surface, only their eyes and nostrils visible, waiting to strike. Their patrol routes are marked by hidden traps and underwater passageways that only they know how to navigate.

Mirestalker

Medium humanoid (lizardfolk), neutral


Armor Class 15 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft., swim 40 ft.


STRDEXCONINTWISCHA
16 (+3)16 (+3)14 (+2)10 (+0)14 (+2)10 (+0)

Skills Perception +4, Stealth +6, Survival +5
Senses Darkvision 60 ft., passive Perception 14
Languages Draconic, Aquan
Challenge 5 (1,800 XP)


TRAITS

Amphibious.

The Mirestalker can breathe air and water.

Camouflage Expert.

The Mirestalker has advantage on Dexterity (Stealth) checks made to hide in swampy or aquatic environments.

Aquatic Ambush.

If the Mirestalker attacks a creature that is surprised or while it is underwater, the attack deals an extra 14 (4d6) damage.

Swamp Strider.

The Mirestalker ignores difficult terrain caused by water, mud, or vegetation.

Keen Senses.

The Mirestalker has advantage on Wisdom (Perception) checks that rely on sight or smell.


ACTIONS

Multiattack.

The Mirestalker makes two melee attacks: one with its Harpoon and one with its Tail Swipe, or it makes two ranged attacks with its Harpoon Throw.

Harpoon.

Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 12 (2d6 + 3) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be pulled 10 feet closer to the Mirestalker.

Harpoon Throw.

Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target.
Hit: 12 (2d6 + 3) piercing damage.

Tail Swipe.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) bludgeoning damage. The target must succeed on a DC 14 Strength saving throw or be knocked prone.

Underwater Strike (Recharge 5–6).

The Mirestalker targets a creature it can see within 30 feet while both are underwater. The creature must make a DC 14 Dexterity saving throw. On a failure, the target takes 21 (6d6) piercing damage and is restrained by the harpoon for 1 minute. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on a success.


REACTIONS

Evasive Retreat.

When the Mirestalker is hit by a melee attack, it can use its reaction to move up to half its swim speed without provoking opportunity attacks.

Defensive Riposte.

If a creature within 10 feet of the Mirestalker misses it with an attack, the Mirestalker can make a melee attack with its harpoon against the attacker.


TACTICS

The Mirestalker excels in aquatic and marshy terrain, where it uses its natural abilities and surroundings to full advantage:

  • Ambush Predator: The Mirestalker begins encounters hidden beneath the water or among reeds, using Camouflage Expert to stay unseen. It waits for the perfect moment to strike, leveraging Aquatic Ambush to maximize its damage.
  • Hit and Run: The Mirestalker uses its Evasive Retreat to disengage from close combat and reposition in water, where its high swim speed allows it to outmaneuver enemies.
  • Control and Divide: The Mirestalker uses its Harpoon to pull vulnerable targets away from their allies or into water where they’re at a disadvantage. Its Tail Swipe disrupts enemies who get too close.
  • Terrain Exploitation: It uses its intimate knowledge of the swamp to lure enemies into difficult terrain while avoiding such obstacles itself, often leading enemies into traps or choke points.

ENVIRONMENT AND LORE

The Mirestalker is a master of its watery domain, patrolling the marshlands and waterways where its tribe resides. Its presence is often marked by eerie silence, with intruders caught off guard by sudden, devastating attacks from beneath the water’s surface. Mirestalkers are sleek and swift, embodying the cunning and precision of a perfect ambush predator.

Their surroundings are swampy, tangled with roots and reeds, where sunlight filters through dense canopies. The air is thick with humidity, and the waters are dark and murky, creating a perfect stage for the Mirestalker’s stealthy maneuvers. Bioluminescent plants and glowing algae sometimes illuminate their environment, casting a haunting, ethereal glow over their hunting grounds.

In combat, Mirestalkers are relentless, focusing on eliminating threats swiftly and efficiently. They retreat when overwhelmed, using the swamp to their advantage, but will always regroup to protect their tribe’s territory with calculated ferocity.

Scalekeeper
Create
  • Role: The guardian of the tribe’s lore and traditions, responsible for maintaining oral histories, sacred rituals, and the tribe’s ancestral knowledge. The Scalekeeper also serves as an advisor to the Chief, offering wisdom derived from the tribe’s collective past.
  • Appearance: The Scalekeeper is ancient and weathered, their scales dulled with age to a grayish-green. They wear an intricate cape made from shed Lizardfolk scales, a symbol of the tribe’s continuity. Their clawed hands are adorned with bone rings carved with tribal symbols, and they carry a staff made from twisted swamp wood, capped with a crystal or carved effigy.
  • Traits: Wise, introspective, and revered. The Scalekeeper has an uncanny ability to recall the smallest details from generations past, often speaking in proverbs and riddles.
  • Surroundings: Found near a communal firepit or in a sacred cave decorated with carvings and painted murals of Lizardfolk legends. The air is often thick with the scent of burning herbs used to aid in their meditative trances.

Scalekeeper

Medium humanoid (lizardfolk), neutral


Armor Class 14 (natural armor)
Hit Points 85 (13d8 + 26)
Speed 30 ft., swim 30 ft.


STRDEXCONINTWISCHA
10 (+0)12 (+1)14 (+2)16 (+3)18 (+4)14 (+2)

Saving Throws Int +6, Wis +7
Skills Arcana +6, History +6, Insight +7, Perception +7, Religion +6
Senses Darkvision 60 ft., passive Perception 17
Languages Draconic, Common
Challenge 6 (2,300 XP)


TRAITS

Lorekeeper’s Insight.

The Scalekeeper has advantage on Intelligence (History) and Wisdom (Insight) checks to recall or interpret lore, rituals, or cultural practices.

Ancestral Wisdom (Recharge 5–6).

The Scalekeeper channels the collective wisdom of their ancestors, granting themselves or an ally within 30 feet advantage on a saving throw, ability check, or attack roll. This must be declared before the roll is made.

Ritualist.

When the Scalekeeper casts a spell as a ritual, the casting time is halved.

Innate Spellcasting.

The Scalekeeper’s innate spellcasting ability is Wisdom (spell save DC 15). They can cast the following spells without material components:

  • At will: guidance, thaumaturgy
  • 3/day each: detect magic, bless, shield of faith
  • 1/day each: commune with nature, divination

Revered Presence.

Creatures allied with the Scalekeeper within 10 feet have advantage on saving throws against being frightened or charmed.


ACTIONS

Staff of Continuity.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) radiant damage.

Binding Ritual (Recharge 5–6).

The Scalekeeper targets a creature within 30 feet and channels ancestral power to restrain it. The target must succeed on a DC 15 Wisdom saving throw or be restrained for 1 minute. While restrained in this way, the creature sees visions of the Lizardfolk’s history and gains disadvantage on attack rolls and Dexterity saving throws. The creature can repeat the saving throw at the end of its turns, ending the effect on a success.

Memory Echo (Recharge 6).

The Scalekeeper invokes an ancestral memory to haunt a creature within 60 feet. The target must make a DC 15 Intelligence saving throw or take 21 (6d6) psychic damage and be stunned until the end of its next turn. On a successful save, the target takes half damage and is not stunned.

Ritual Chant. (Concentration)

The Scalekeeper begins a resonant chant that empowers allies within 30 feet. Until the chant ends (up to 1 minute), allies gain the following benefits:

  • Advantage on saving throws against spells and magical effects.
  • An additional 1d6 radiant damage on melee weapon attacks.

REACTIONS

Protective Legacy.

When an ally within 10 feet is targeted by an attack, the Scalekeeper can impose disadvantage on the attack roll by invoking ancestral spirits to shield the ally.


TACTICS

The Scalekeeper is not a frontline combatant but a powerful support and control figure in battle:

  • Pre-Battle Preparation: The Scalekeeper will cast bless and shield of faith on key allies, often focusing on protecting the tribe’s leaders or most vulnerable members.
  • Control and Disruption: Using Binding Ritual and Memory Echo, the Scalekeeper disables threatening foes while creating openings for their tribe’s warriors.
  • Support and Rally: They maintain their Ritual Chant to bolster allies and keep morale high, often positioned near the center of the battlefield where they can affect the most allies.
  • Retreat and Recovery: If overwhelmed, the Scalekeeper uses their spells or commune with nature to escape and regroup with the tribe.

ENVIRONMENT AND LORE

The Scalekeeper resides in sacred locations, such as carved caves or ancient stone circles, where tribal lore is passed down. These places are often adorned with intricate carvings, painted murals, and offerings to the ancestors. The air is filled with the scent of burning herbs used in rituals, and the quiet hum of chants reverberates throughout.

In the tribe, the Scalekeeper is a revered figure, their wisdom and memories considered a vital link to the tribe’s history and survival. They are the heart of the tribe’s culture, and their loss would be a devastating blow to its identity.

Lizardfolk Scout
Create
  • Role: The eyes and ears of the tribe, the Scout is a master of stealth and reconnaissance, tasked with tracking enemies and locating resources.
  • Appearance: Lean and wiry, the Scout is smaller and more agile than their kin, with mottled scales of green and brown for camouflage. They wear minimal armor—a harness of leather straps to hold tools and weapons, and a hooded cloak made from swamp foliage for concealment. They carry a shortbow and a set of bone-tipped arrows, along with a dagger for close combat.
  • Traits: Silent, observant, and fiercely independent. Scouts are skilled at moving unnoticed through dense terrain and are invaluable in ambushes and raids. They are also expert trackers, capable of reading even the faintest signs of movement.
  • Surroundings: The Scout is most often seen crouching in the swamp or perched on a tree branch, scanning the horizon for threats or opportunities. Their world is one of shadows, reeds, and muted sounds, where they thrive on solitude and precision.

Lizardfolk Scout

Medium humanoid (lizardfolk), neutral


Armor Class 14 (natural armor)
Hit Points 45 (6d8 + 12)
Speed 30 ft., swim 30 ft.


STRDEXCONINTWISCHA
12 (+1)16 (+3)14 (+2)10 (+0)14 (+2)10 (+0)

Skills Perception +4, Stealth +5, Survival +4
Senses Darkvision 60 ft., passive Perception 14
Languages Draconic, Common
Challenge 2 (450 XP)


TRAITS

Swamp Camouflage.

The Scout has advantage on Dexterity (Stealth) checks made in swampy or forested terrain.

Keen Senses.

The Scout has advantage on Wisdom (Perception) checks that rely on sight, smell, or hearing.

Tracker’s Precision.

The Scout can track creatures while moving at a fast pace, and does not suffer disadvantage on Survival checks to follow tracks in difficult terrain.

Ambusher.

The Scout has advantage on attack rolls against creatures that haven’t acted yet in combat.

Amphibious.

The Scout can breathe air and water.


ACTIONS

Multiattack.

The Scout makes two attacks: one with its shortbow and one with its dagger.

Shortbow.

Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.

Dagger.

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

Marked Shot (Recharge 5–6).

The Scout designates one creature within 60 feet as its mark. The target must succeed on a DC 13 Wisdom saving throw or take an additional 7 (2d6) piercing damage from the Scout’s attacks for 1 minute. The Scout has advantage on attack rolls against the marked target.

Silent Strike.

If the Scout hits a creature that is unaware of its presence, the attack deals an extra 7 (2d6) damage.


REACTIONS

Evasive Maneuver.

When the Scout is targeted by an attack it can see, it can move up to half its speed without provoking opportunity attacks, potentially moving to a concealed position.


TACTICS

  • Stealth and Recon: The Lizardfolk Scout begins encounters hidden, using their Swamp Camouflage and high Stealth to observe and report before engaging.
  • First Strike Advantage: The Scout exploits its Ambusher trait to strike first, aiming for high-value targets or soft-skinned enemies.
  • Tracking and Harassment: If an enemy retreats, the Scout will use its Marked Shot to ensure they cannot escape unnoticed, picking them off from range with precise shots.
  • Mobility and Defense: The Scout remains highly mobile, using Evasive Maneuver to dart between cover and avoid direct confrontation.

ENVIRONMENT AND ROLEPLAY

The Lizardfolk Scout thrives in swamps, forests, and other dense, difficult terrains. They serve as invaluable assets to their tribe, finding food, monitoring threats, and striking from the shadows. Their minimalistic attire and efficient toolkit reflect their focus on utility over decoration.

When encountered in roleplay, a Scout is often aloof and cautious, rarely trusting outsiders but keenly observant. Tribes may send Scouts as emissaries or spies, their skills in gathering intelligence making them vital to the tribe’s survival.

The Witchdoctor
  • Role: The spiritual guide and keeper of ancient tribal knowledge. The Witchdoctor communes with the spirits of the swamp, interprets omens, and performs rituals for blessings, healing, and curses.
  • Appearance: The Witchdoctor is an enigmatic figure draped in robes made from woven reeds and decorated with feathers, beads, and dried herbs. Their scales are painted with glowing patterns using luminescent swamp dyes, and their eyes are pale and unsettling, as if they see beyond the mortal realm. They carry a staff adorned with charms, skulls, and dangling teeth, which they use to channel their magic.
  • Traits: Mysterious, cunning, and revered. They are feared and respected for their mastery of magic and their ability to connect with the spiritual and natural worlds.
  • Surroundings: Found in a secluded corner of the village, their hut is filled with ritualistic items: cauldrons of bubbling potions, shelves of bones and herbs, and totems carved from ancient wood. The air is thick with incense and the distant murmurs of spirits.

Lizardfolk Witchdoctor

Medium humanoid (lizardfolk), neutral


Armor Class 13 (natural armor)
Hit Points 60 (8d8 + 24)
Speed 30 ft., swim 30 ft.


STRDEXCONINTWISCHA
10 (+0)12 (+1)16 (+3)14 (+2)18 (+4)14 (+2)

Skills Arcana +4, Medicine +6, Nature +4, Religion +6
Senses Darkvision 60 ft., passive Perception 14
Languages Draconic, Common
Challenge 4 (1,100 XP)


TRAITS

Swamp Shaman.

The Witchdoctor has advantage on Intelligence (Arcana) and Wisdom (Nature) checks related to swamp environments.

Spirit Sight.

The Witchdoctor can see into the Ethereal Plane within 30 feet of it.

Innate Spellcasting.

The Witchdoctor’s spellcasting ability is Wisdom (spell save DC 14). It can cast the following spells without material components:

At will: druidcraft, thaumaturgy
3/day each: cure wounds, guiding bolt, detect magic
1/day each: blight, commune with nature, spirit guardians


ACTIONS

Multiattack.

The Witchdoctor makes two attacks: one with its staff and one with its poison darts.

Staff of Swamp Spirits (Melee Weapon Attack):

+4 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) necrotic damage.

Poison Darts (Ranged Weapon Attack):

+5 to hit, range 30/120 ft., one target.
Hit: 6 (1d6 + 2) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute.

Curse of the Swamp (Recharge 5–6).

The Witchdoctor channels the spirits of the swamp to curse a creature within 60 feet. The target must succeed on a DC 14 Wisdom saving throw or suffer the following effects for 1 minute:

  • The target has disadvantage on saving throws.
  • The target takes 7 (2d6) necrotic damage at the start of each of its turns.
  • The Witchdoctor has advantage on attack rolls against the target.

BONUS ACTIONS

Swamp Blessing.

The Witchdoctor targets one ally within 30 feet, granting it 10 temporary hit points and advantage on its next attack roll or saving throw.


REACTIONS

Spiritual Shield.

When an ally within 30 feet is hit by an attack, the Witchdoctor can summon ethereal spirits to shield them. The damage taken by the ally is reduced by 10 (2d10).


TACTICS

  • Preparation and Control: The Witchdoctor uses its spells like spirit guardians and blight to control the battlefield, leveraging terrain to its advantage. It remains at a safe distance, protected by its summoned spirits.
  • Debilitation and Support: It weakens enemies with Curse of the Swamp while empowering allies with Swamp Blessing.
  • Ambush Tactics: Prefers to attack from concealment, using guiding bolt to strike first and poison darts for sustained damage.
  • Spiritual Defender: The Witchdoctor prioritizes protecting the tribe, retreating if its magic fails but not before ensuring allies have been bolstered.

ENVIRONMENT AND ROLEPLAY

The Lizardfolk Witchdoctor is both feared and revered within its tribe. Its hut is a sacred space filled with fetishes, potions, and glowing runes, reflecting its bond with the spiritual and natural world. Encountering the Witchdoctor might involve eerie chants, the swirling of spirits, and a test of one’s fortitude against the mysteries of the swamp.

Lizardfolk Chief
Create
  • Role: The leader and protector of the tribe, responsible for making decisions that ensure the tribe’s survival and dominance.
  • Appearance: The Chief is a towering figure, covered in battle scars and adorned with trophies from past victories—bones, fangs, and claw necklaces. Their scales are a deep, imposing green, with streaks of ochre painted across their chest and face as symbols of leadership. A ceremonial headdress made of crocodile skull fragments and feathers signifies their authority. They wield a massive, double-headed spear or a bone-hafted war axe.
  • Traits: Charismatic, strategic, and fiercely loyal to their tribe. They exude confidence and inspire fear and respect in equal measure. Their roar alone can rally warriors or intimidate foes.
  • Surroundings: Often seen standing on a raised platform within the tribal village, surrounded by warriors, shamans, and advisors, overlooking their people as they prepare for battle or festivities.

Lizardfolk Chief

Medium humanoid (lizardfolk), lawful neutral


Armor Class 17 (natural armor, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft., swim 30 ft.


STRDEXCONINTWISCHA
18 (+4)12 (+1)16 (+3)12 (+1)14 (+2)16 (+3)

Saving Throws Str +7, Wis +5, Cha +6
Skills Athletics +7, Intimidation +6, Survival +5
Senses Darkvision 60 ft., passive Perception 12
Languages Draconic, Common
Challenge 6 (2,300 XP)


TRAITS

Commanding Presence.

Allies within 30 feet of the Chief have advantage on saving throws against being frightened and gain a +1 bonus to attack rolls while they can see and hear the Chief.

Amphibious.

The Chief can breathe air and water.

Tactical Leader.

The Chief can use a bonus action to direct one ally within 30 feet to make a single weapon attack or move up to its speed.

Legendary Warrior.

The Chief’s weapon attacks score a critical hit on a roll of 19 or 20.


ACTIONS

Multiattack.

The Chief makes three attacks with its Spear of Dominion or throws two javelins.

Spear of Dominion (Melee Weapon Attack):

+7 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Javelin (Ranged Weapon Attack):

+6 to hit, range 30/120 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.

Roar of the Chief (Recharge 5–6).

The Chief releases a thunderous roar. Each enemy within 30 feet must make a DC 15 Wisdom saving throw. On a failed save, a creature is frightened for 1 minute. A frightened creature can repeat the save at the end of its turns, ending the effect on a success.

Savage Retaliation.

When the Chief is hit by a melee attack, it can make one melee weapon attack against the attacker as a reaction.


LEGENDARY ACTIONS

The Chief can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Chief regains spent legendary actions at the start of its turn.

  • Command Ally. One ally within 30 feet can immediately move up to its speed and make one weapon attack.
  • Mighty Strike. The Chief makes one melee weapon attack.
  • Intimidating Glare (Costs 2 Actions). The Chief targets one creature it can see within 30 feet. The target must succeed on a DC 15 Charisma saving throw or become frightened until the end of its next turn.

TACTICS

  • Before Combat: The Chief rallies its warriors with a booming speech, bolstering their morale and ensuring their loyalty. It sets traps or ambushes with its tribe, preparing the terrain to their advantage.
  • During Combat: The Chief stays in the thick of battle, using its Commanding Presence to inspire its allies and its Tactical Leader trait to coordinate their attacks. It prioritizes eliminating enemy leaders or spellcasters.
  • Against Strong Opponents: The Chief uses Roar of the Chief to scatter weaker enemies and focus the tribe’s efforts on the strongest foes. It employs its Legendary Actions to remain unpredictable, striking fear into enemies or counterattacking aggressively.

ROLEPLAY AND ENVIRONMENT

The Lizardfolk Chief is a symbol of strength and wisdom. When encountered, the Chief exudes an aura of authority, standing tall with a confident and fearsome demeanor. Their domain, often the center of the tribal village, is a fortified encampment surrounded by totems of past conquests and guarded by their most loyal warriors.

Whether leading the tribe in rituals, rallying them for battle, or engaging in diplomatic parley, the Chief is a force to be reckoned with—combining martial prowess with an acute understanding of tribal politics and survival.


LIZARDFOLK AS CHARACTERS

Lizardfolk characters possess the following racial traits.

  • – +2 Strength, +2 Constitution, -2 Intelligence.
  • -Medium size.
  • -A lizardfolk’s base land speed is 30 feet.
  • -Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort
    +0, Ref +3, and Will +0.
  • -Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x ?(2 + Intelligence modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
  • -Racial  Feats: A lizardfolk’s humanoid levels give it one feat.
  • -Weapon and  Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.
  • – +5 natural armor bonus.
  • -Natural Weapons: 2 claws (1d4) and bite (1d4).
  • -Special Qualities (see above): Hold breath.
  • -Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
  • -Favored Class: druid.
  • -Level adjustment  +1.

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