Friday, June 20, 2025

Lizardfolk

 Lizardfolk


Tier 1 (Levels 1-4) Lizardfolk

  • Lizardfolk Warrior

    • CR 1/2 Medium humanoid (Lizardfolk), neutral Armor Class 15 (natural armor, shield) Hit Points 22 (4d8 + 4) Speed 30 ft., swim 30 ft.
    • STR 15 (+2) DEX 10 (+0) CON 13 (+1) INT 7 (-2) WIS 12 (+1) CHA 7 (-2)
    • Skills Perception +3, Stealth +4, Survival +5 Senses passive Perception 13 Languages Draconic Challenge 1/2 (100 XP)
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Actions Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
    • Bite. Melee Weapon Attack: +4 to hit, reach 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 damage.
    • Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 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.
  • Lizardfolk Hunter

    • CR 1 Medium humanoid (Lizardfolk), neutral Armor Class 13 (leather armor) Hit Points 27 (6d8) Speed 30 ft., swim 30 ft.
    • STR 12 (+1) DEX 14 (+2) CON 10 (+0) INT 7 (-2) WIS 13 (+1) CHA 8 (-1)
    • Skills Perception +6, Stealth +4, Survival +5 Senses passive Perception 13 Languages Draconic Challenge 1 (200 XP)
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Actions Multiattack. The lizardfolk makes two attacks, one with its bite and one with its shortsword, or two with its javelins.
    • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
    • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
    • Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  • Lizardfolk Berserker

    • CR 2 Medium humanoid (Lizardfolk), chaotic evil Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27) Speed 30 ft., swim 30 ft.
    • STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1)
    • Senses passive Perception 10 Languages Draconic Challenge 2 (450 XP)
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Reckless. At the start of its turn, the lizardfolk can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
    • Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
  • Lizardfolk Shaman

    • CR 2 Medium humanoid (Lizardfolk), neutral Armor Class 13 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft., swim 30 ft.
    • STR 10 (+0) DEX 10 (+0) CON 16 (+3) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
    • Skills Medicine +7, Religion +5, Survival +5 Senses passive Perception 13 Languages Draconic Challenge 2 (450 XP)
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Spellcasting. The lizardfolk is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The lizardfolk has the following shaman spells prepared (focused on nature and primal power):
      • Cantrips (at-will): druidcraft, guidance, poison spray
      • 1st level (4 slots): cure wounds, entangle, thunderwave
      • 2nd level (2 slots): spike growth, spiritual weapon (heavy club)
    • Actions Heavy Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
  • Lizardfolk Scale Commander

    • CR 3 Medium humanoid (Lizardfolk), neutral Armor Class 18 (natural armor, shield) Hit Points 52 (8d8 + 16) Speed 30 ft., swim 30 ft.
    • STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)
    • Saving Throws Con +4, Wis +2 Senses passive Perception 10 Languages Draconic Challenge 3 (700 XP)
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Brave. The lizardfolk has advantage on saving throws against being frightened.
    • Actions Multiattack. The lizardfolk makes two melee attacks.
    • Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
    • Javelin. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 5 (1d6) piercing damage.
    • Leadership (Recharges after a Short or Long Rest). For 1 minute, the lizardfolk can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the lizardfolk. A creature can benefit from only one Leadership die at a time. This effect ends if the lizardfolk is incapacitated.
    • Reactions Parry. The lizardfolk adds 2 to its AC against one melee attack that would hit it. To do so, the lizardfolk must see the attacker and be wielding a melee weapon.
  • Lizardfolk Veteran

    • CR 3 Medium humanoid (Lizardfolk), neutral Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 30 ft., swim 30 ft.
    • STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
    • Skills Athletics +5, Perception +2, Survival +2 Senses passive Perception 12 Languages Draconic Challenge 3 (700 XP)
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Actions Multiattack. The lizardfolk makes two longsword attacks. If it has a javelin drawn, it can also make a javelin attack.
    • Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
    • Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Tier 2 (Levels 5-10) Lizardfolk

  • Lizardfolk Elite Warrior

    • CR 5 Medium humanoid (Lizardfolk), neutral Armor Class 18 (natural armor, shield) Hit Points 71 (11d8 + 22) Speed 30 ft., swim 30 ft.
    • STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)
    • Saving Throws Dex +7, Con +5, Wis +4 Skills Perception +4, Stealth +10, Survival +4 Senses passive Perception 14 Languages Draconic Challenge 5 (1800 XP)
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Actions Multiattack. The lizardfolk makes two attacks: one with its bite and one with its heavy club.
    • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
    • Heavy Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
    • Javelin. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
    • Reactions Parry. The lizardfolk adds 3 to its AC against one melee attack that would hit it. To do so, the lizardfolk must see the attacker and be wielding a melee weapon.
  • Lizardfolk High Shaman

    • CR 6 Medium humanoid (Lizardfolk), neutral Armor Class 13 (natural armor) Hit Points 97 (13d8 + 39) Speed 30 ft., swim 30 ft.
    • STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 13 (+1) WIS 16 (+3) CHA 14 (+2)
    • Skills Perception +9, Religion +6, Survival +8 Senses passive Perception 19 Languages Draconic Challenge 6 (2300 XP)
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Spellcasting. The lizardfolk is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The lizardfolk has the following shamanistic spells prepared (adapting from cleric to suit primal, swamp themes):
      • Cantrips (at will): druidcraft, guidance, poison spray, primal savagery
      • 1st level (4 slots): animal friendship (reptiles/amphibians), cure wounds, entangle, fog cloud
      • 2nd level (3 slots): hold person, spiritual weapon (heavy club), web
      • 3rd level (3 slots): conjure animals (giant constrictor snakes), dispel magic, plant growth
      • 4th level (3 slots): blight, control water
      • 5th level (2 slots): insect plague, scrying (through murky water)
    • Actions Multiattack. The lizardfolk makes two melee attacks.
    • Heavy Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) poison damage.
    • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  • Lizardfolk Skulker (Assassin variant)

    • CR 8 Medium humanoid (Lizardfolk), any non-good alignment Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft., swim 30 ft.
    • STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)
    • Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9, Survival +3 Damage Resistances poison Senses passive Perception 13 Languages Draconic, Thieves' cant plus any two languages Challenge 8 (3900 XP)
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Assassinate. During its first turn, the lizardfolk has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the lizardfolk scores against a surprised creature is a critical hit.
    • Evasion. If the lizardfolk is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the lizardfolk instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
    • Sneak Attack. Once per turn, the lizardfolk deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the lizardfolk that isn't incapacitated and the lizardfolk doesn't have disadvantage on the attack roll.
    • Actions Multiattack. The lizardfolk makes two shortsword attacks.
    • Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
    • Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
  • Lizardfolk Tribe Leader

    • CR 4 Medium humanoid (Lizardfolk), neutral Armor Class 16 (chain mail) Hit Points 93 (11d8 + 44) Speed 30 ft., swim 30 ft.
    • STR 18 (+4) DEX 12 (+1) CON 18 (+4) INT 11 (+0) WIS 11 (+0) CHA 16 (+3)
    • Saving Throws Str +6, Con +6, Wis +2 Skills Intimidation +5, Survival +5 Senses passive Perception 10 Languages Draconic Challenge 4 (1100 XP)
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Actions Multiattack. The lizardfolk makes two attacks with its battleaxe or its javelin.
    • Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 4 plus 1d8) slashing damage.
    • Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (1d6 + 4 plus 1d8) piercing damage.
    • Battle Cry (1/Day). Each creature of the tribe leader's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the tribe leader's next turn. The tribe leader can then make one attack as a bonus action.
  • Lizardfolk Elder/Warlord

    • CR 6 Medium humanoid (Lizardfolk), neutral Armor Class 20 (natural armor, shield) Hit Points 97 (13d8 + 39) Speed 30 ft., swim 30 ft.
    • STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 14 (+2) WIS 11 (+0) CHA 15 (+2)
    • Saving Throws Int +5, Wis +3, Cha +5 Skills Athletics +6, Perception +3, Survival +3 Senses passive Perception 10 Languages Draconic Challenge 6 (2300 XP)
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Martial Advantage. Once per turn, the lizardfolk can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the lizardfolk that isn't incapacitated.
    • Actions Multiattack. The lizardfolk makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.
    • Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, or 11 (2d8 + 3) slashing damage if used with two hands.
    • Spiked Shield. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 3) piercing damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.
    • Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
    • Leadership (Recharges after a Short or Long Rest). For 1 minute, the lizardfolk can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the lizardfolk. A creature can benefit from only one Leadership die at a time. This effect ends if the lizardfolk is incapacitated.
    • Reactions Parry. The lizardfolk adds 3 to its AC against one melee attack that would hit it. To do so, the lizardfolk must see the attacker and be wielding a melee weapon.

Tier 3 (Levels 11-16) Lizardfolk

  • Lizardfolk War Priest

    • CR 9 Medium Humanoid (Lizardfolk, Shaman), neutral Armor Class 18 (natural armor, shield) Hit Points 117 (18d8 + 36) Speed 30 ft., swim 30 ft.
    • STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 11 (+0) WIS 17 (+3) CHA 13 (+1)
    • Saving Throws Con +6, Wis +7 Skills Intimidation +5, Religion +4, Survival +7 Senses passive Perception 13 Languages Draconic Challenge 9 (5000 XP) Proficiency Bonus +4
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Actions Multiattack. The war priest makes two Heavy Club attacks, and it uses Swamp Bile.
    • Heavy Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 3) bludgeoning damage plus 10 (3d6) acid damage.
    • Swamp Bile. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Constitution saving throw. On a failed save, the target takes 12 (2d8 + 3) acid damage, and it is poisoned until the start of the war priest's next turn. On a successful save, the target takes half as much damage and isn't poisoned.
    • Spellcasting. The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
      • At will: druidcraft, guidance, thaumaturgy
      • 1/day each: banishment, command, dispel magic, spiritual weapon, guardian of faith, hold person, lesser restoration, revivify
    • Bonus actions Healing Mire (Recharge 4–6). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.
  • Lizardfolk Shadow-Skulker

    • CR 11 Medium Humanoid (Lizardfolk), any alignment Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 30 ft., swim 30 ft.
    • STR 14 (+2) DEX 21 (+5) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 13 (+1)
    • Saving Throws Dex +9, Con +7, Wis +6 Skills Perception +6, Stealth +9, Survival +6 Senses darkvision 60 ft., passive Perception 16 Languages Draconic Challenge 11 (7200 XP) Proficiency Bonus +4
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Devil's Sight (Optional). Magical darkness doesn't impede the lizardfolk's darkvision.
    • Actions Multiattack. The lizardfolk makes three Shortsword attacks.
    • Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) poison damage.
    • Javelin. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
    • Spellcasting. The lizardfolk casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
      • At will: minor illusion
      • 1/day each: darkness, disguise self
    • Bonus actions Shadow Step. When in dim light or darkness (or murky water), the lizardfolk can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
  • Lizardfolk High Shaman

    • CR 12 Medium Humanoid (Lizardfolk, Shaman), neutral Armor Class 13 (natural armor) Hit Points 99 (18d8 + 18) Speed 30 ft., swim 30 ft.
    • STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 14 (+2) WIS 20 (+5) CHA 16 (+3)
    • Saving Throws Int +6, Wis +9 Skills Arcana +6, Nature +9, Religion +13, Survival +9 Senses passive Perception 12 Languages Draconic, Primordial, plus any four additional languages Challenge 12 (8400 XP)
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Magic Resistance. The lizardfolk has advantage on saving throws against spells and other magical effects.
    • Spellcasting. The lizardfolk is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The lizardfolk can cast pass without trace and speak with animals at will and has the following shamanistic spells prepared:
      • Cantrips (at will): druidcraft, guidance, poison spray, primal savagery, thaumaturgy
      • 1st level (4 slots): cure wounds, entangle, fog cloud, thunderwave
      • 2nd level (3 slots): enhance ability, spiritual weapon (heavy club), web
      • 3rd level (3 slots): call lightning, conjure animals (giant crocodiles or constrictor snakes), dispel magic
      • 4th level (3 slots): blight, control water, freedom of movement
      • 5th level (3 slots): commune with nature, insect plague, scrying
      • 6th level (1 slot): flesh to stone, heroes' feast
      • 7th level (1 slot): fire storm (reflavored as poisonous gas cloud)
      • 8th level (1 slot): tsunami
      • 9th level (1 slot): storm of vengeance
    • Actions Heavy Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) bludgeoning damage.
  • Lizardfolk Inquisitor

    • CR 14 Medium Humanoid (Cleric, Lizardfolk), typically Neutral Evil Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 30 ft., swim 30 ft.
    • STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5)
    • Saving Throws Con +7, Wis +10, Cha +10 Skills Insight +10, Perception +10, Religion +8, Stealth +7, Survival +10 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 20 Languages Draconic, Undercommon Challenge 14 (11500 XP) Proficiency Bonus +5
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Discern Lie. The inquisitor knows when a creature speaks a lie.
    • Actions Multiattack. The inquisitor makes two Ritual Spear attacks.
    • Ritual Spear. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Spellcasting. The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The inquisitor has the following cleric spells prepared:
      • Cantrips (at will): guidance, sacred flame, thaumaturgy, toll the dead, inflict wounds
      • 1st level (4 slots): bane, command, detect magic, sanctuary
      • 2nd level (3 slots): hold person, spiritual weapon, zone of truth
      • 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
      • 4th level (3 slots): banishment, compulsion, guardian of faith
      • 5th level (3 slots): contagion, flame strike, geas
      • 6th level (1 slot): harm
      • 7th level (1 slot): divine word
      • 8th level (1 slot): holy aura
      • 9th level (1 slot): mass heal (reflavored as primordial healing)
    • Bonus actions Spectral Jaws (Recharges after a Short or Long Rest). The inquisitor conjures spectral jaws. For 1 minute, these jaws count as a magic weapon that deals 2d8 psychic damage on a hit. Once per turn, when the inquisitor hits with the jaws, it can choose to add 3d6 necrotic damage to the hit.

Tier 4 (Levels 17-20) Lizardfolk

  • Lizardfolk Favored Shaman

    • CR 18 Medium Humanoid (Lizardfolk, Shaman), neutral Armor Class 15 Hit Points 240 (32d8 + 96) Speed 30 ft., swim 30 ft.
    • STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4)
    • Saving Throws Dex +11, Con +9, Cha +10 Skills Acrobatics +11, Athletics +8, Perception +8, Stealth +11, Survival +8 Senses darkvision 60 ft., passive Perception 18 Languages Draconic, Primordial Challenge 18 (20000 XP) Proficiency Bonus +6
    • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
    • Actions Multiattack. The lizardfolk makes two Scimitar attacks and uses Primal Eruption.
    • Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) poison damage.
    • Primal Eruption (Recharge 5–6). The lizardfolk unleashes a burst of chaotic swamp energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 36 (8d8) acid or poison damage (lizardfolk's choice) on a failed save, or half as much damage on a successful one.
    • Spellcasting. The lizardfolk is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The lizardfolk has the following shamanistic spells prepared:
      • Cantrips (at will): acid splash, druidcraft, poison spray, primal savagery, thaumaturgy
      • 1st level (4 slots): create or destroy water, cure wounds, entangle, fog cloud
      • 2nd level (3 slots): hold person, spiritual weapon, web
      • 3rd level (3 slots): call lightning, conjure animals (giant crocodiles), dispel magic
      • 4th level (3 slots): blight, control water, dominate beast
      • 5th level (3 slots): conjure elemental (water/earth), insect plague, scrying
      • 6th level (1 slot): move earth, regenerate
      • 7th level (1 slot): fire storm (poison gas), reverse gravity
      • 8th level (1 slot): tsunami, word of recall
      • 9th level (1 slot): storm of vengeance
    • Reactions Protective Scales (3/Day). When another creature attacks a creature within 30 feet of the lizardfolk, the lizardfolk can use its reaction to conjure a temporary shield of hardened scales, imposing disadvantage on the attack roll.
  • Lizardfolk Grand Alpha

    • CR 20 Medium Humanoid (Lizardfolk, Warlord/Cleric), neutral Armor Class 17 (natural armor, shield) Hit Points 247 (33d8 + 99) Speed 30 ft., swim 30 ft.
    • STR 22 (+6) DEX 18 (+4) CON 16 (+3) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)
    • Saving Throws Con +9, Wis +11, Cha +12 Skills Athletics +12, Intimidation +12, Perception +11, Survival +11 Senses darkvision 60 ft., passive Perception 21 Languages Draconic, Primordial, Giant Challenge 20 (25000 XP) Proficiency Bonus +6
    • Hold Breath. The grand alpha can hold its breath for 15 minutes.
    • Special Equipment. The grand alpha wields a Magic Barbed Spear and a Totem of the Swamp.
    • Actions Multiattack. The grand alpha makes two attacks with its Magic Barbed Spear or uses Lashing Tail. It can also use Primal Roar.
    • Magic Barbed Spear. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 6) piercing damage plus 18 (4d8) poison damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute.
    • Lashing Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
    • Primal Roar (2/Day). The grand alpha lets out a terrifying, guttural roar. Each creature of its choice within 60 feet of it that can hear it must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the grand alpha's Primal Roar for the next 24 hours.
    • Bonus actions Alpha's Command (Recharge 4-6). The grand alpha can inspire its allies. Up to three creatures of its choice within 30 feet of it that can hear it gain advantage on their next attack roll or saving throw made before the end of their next turn.
    • Summon Scale Guard (1/Day). The grand alpha magically summons 1d4 + 1 Lizardfolk Tribe Leaders or 1 Giant Crocodile. The summoned creatures appear in unoccupied spaces within 60 feet of the grand alpha, act as allies of its summoner, and can't summon other creatures. They remain for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.
    • Legendary actions The grand alpha can take 3 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 grand alpha regains spent legendary actions at the start of its turn.
      • Command Ally. The grand alpha targets one ally it can see within 30 feet of it. If the target can hear and understand the grand alpha, it can use its reaction to make one weapon attack.
      • Spear Attack. The grand alpha makes one Magic Barbed Spear attack.
      • Call to Nature (Costs 2 Actions). The grand alpha casts a spell from its list, using a spell slot. (Can also be a unique spell, e.g., summon a swarm of poisonous insects, create a localized thick fog, etc.)

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