Shortly after the eruption of Mount Ash, the Lizardfolk assembled their first army.
Change-log:
2020-07-15 - created by Tassos
The first lizardfolk emerge from their swamp, bringing with them a focus on shamanistic magic and stealth combat. With them, they bring the first proper city into the world, a scattered group of houses and huts located in their swampy home. Adequately named, Dankhold.
Change-log:
2020-07-15 - created by Tassos
Shortly after the eruption of Mount Ash, the Lizardfolk assembled their first army.
Change-log:
2020-07-15 - created by Tassos
Medium,
Innate Spellcasting. Lizardfolk's innate spellcasting ability is Charisma (spell save DC12). They can innately cast the following spells, requiring no material components.
At will: alter self, detect magic, fear, ice storm, invisibilityMagic Resistance. Lizardfolk has advantage on saving throws against spells and other magical effects.
Magic Weapons. Lizardfolk's weapon attacks are magical.
Regeneration. Lizardfolk regains 5 hit points at the start of its turn.
Claws. Melee Weapon Attack: +1 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 4) slashing damage.
Stinger. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage.
Teleport. Lizardfolk magically teleports, along with any equipment they are wearing and carrying, up to 120 feet to an unoccupied space they can see.
Lizardfolk 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. Lizardfolk regains spent legendary actions at the start of their turn.
Scary Face. Lizardfolk targets one creature they can see within 60 feet of them. If the target can see Lizardfolk, the target must succeed on a DC 13 Wisdom saving throw or become frightened of Lizardfolk until the end of its next turn.