Lizard King
Lizard King
Medium humanoid (lizardfolk), Chaotic EvilMedium humanoid (lizardfolk), Chaotic Evil- You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
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Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Skewer. Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.
[b]Hold Breath.[/b] The lizardfolk can hold its breath for 15 minutes. [b]Skewer.[/b] Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 ([3d6]) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.
Actions
Multiattack. The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
[b]Multiattack.[/b] The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident. [b]Bite.[/b] Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. Hit: 6 ([1d6 + 3]) piercing damage. [b]Claws.[/b] Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. Hit: 5 ([1d4 + 3]) slashing damage. [b]Trident.[/b] Melee or Ranged Weapon Attack: [+5] to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 ([1d6 + 3]) piercing damage, or 7 ([1d8 + 3]) piercing damage if used with two hands to make a melee attack.
Legendary Actions
Details
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