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Lizardfolk Chosen One

Medium · Humanoid · CR 4 · Chaotic Evil

Armor Class
15
Hit Points and Hit Dice
75 (10d8+30)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
12
+1
CON
16
+3
INT
10
+0
WIS
12
+1
CHA
14
+2

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Evil
XP 1100
Initiative Bonus +1

Movement

Walk 30 ft (9.1 m)
Swim 30 ft (9.1 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Passive Perception 15

Saving Throws

Constitution +5 Wisdom +3

Skills

Perception +3 Stealth +3 Survival +3

Languages

Draconic

Traits

Aligned

The lizardfolk radiates either an Evil or Good aura.

Hold Breath

The lizardfolk can hold its breath for 15 minutes.

Actions

Multiattack

The lizardfolk attacks once with its shield and twice with its trident.

Shield

+5 to hit, reach 5 ft (1.5 m). Hit: 1d4+3 bludgeoning damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and the target makes a DC 13 Strength check. On a failure it is knocked prone.

Trident

+5 to hit, reach 5 ft (1.5 m). Hit: 2d6+3 piercing damage.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the lizardfolk gains temporary hit points equal to half the damage dealt.

Reactions

Supernatural Rebuke

1/day

When the lizardfolk is dealt damage by a creature it can see within 60 feet, its attacker makes a DC 13 Dexterity saving throw. On a failure, the attacker takes 11 (2d10) fire or radiant damage (the lizardfolks choice).

About Lizardfolk Chosen One

Lizardfolk Chosen One is a medium humanoid with a Challenge Rating of 4. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 75 hit points (derived from 10d8+30).

Lizardfolk Chosen One has communication capabilities including Draconic. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Lizardfolk Chosen One

2 tips available

When using Lizardfolk Chosen One in your D&D 5e campaign, consider these tactical approaches:

  • Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.

Player Guide: Facing Lizardfolk Chosen One

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 4.

Solo Encounter:

A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 2,000 XP
  • Hard: 3,000 XP
  • Deadly: 4,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Lizardfolk Chosen One?
Lizardfolk Chosen One has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Lizardfolk Chosen One?
Lizardfolk Chosen One is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Lizardfolk Chosen One speak?
Lizardfolk Chosen One can communicate in Draconic.

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