Lizardfolk Liberator [1]
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Medium Humanoid (Lizardfolk), Neutral
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Armor Class: 16 (natural armor)
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Hit Points: 105 (14d8+42)
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Speed: 30 ft., swim 30 ft.
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Saving Throws: Con +7, Wis +5
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Skills: Persuasion +6, Stealth +5, Survival +5
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Condition Immunity: frightened
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Senses: darkvision 60 ft., passive Perception 15
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Languages: Draconic
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Habitat: Forest, Swamp
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Challenge: 5 (1,800 xp)Proficiency Bonus (PB): +3
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Features
Hold Breath. [2] The lizardfolk can hold its breath for 15 minutes.
Inspiring Presence. All lizardfolk allies that can see or hear the liberator have advantage on saving throws against being charmed or frightened.
Multiattack. The lizardfolk makes two attacks: one with its bite and one with its claws or spear or two melee attacks with its spear.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) slashing damage.
Inspiring Speech (Recharge 5-6). The liberator can use a bonus action to give an inspiration die (d8) to an ally that can hear and understand it. Once within the next minute, the ally can roll the die and add the number rolled to one ability check, attack roll, or saving throw. The inspiration die may be used after a roll, but before determining if the roll is a success or failure. A creature can have only one inspiration die at a time.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack.
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The oppression of a King or Queen will often lead a village of lizardfolk to attempt a coup. Sometimes an exceptional leader of the coup will rise up and be empowered by the faith of its fellow rebels. Such a leader, if successful is called a Liberator.
Sources and Notes[edit]
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