Lizardfolk Chosen One

Medium Humanoid

Armor Class 15

Hit Points 75 (10d8+30)

Speed swim +30, walk +30

Challenge 4

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

Saving Throws con +5, wis +3

Skills stealth +3, survival +3, perception +3

Senses passive Perception 15

Languages Draconic

Special Abilities

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. 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. 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).

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open