Fantasy
Banished and betrayed, you must rise from exile.
Author's Note: Some abilities need to be stated in order for the dm to properly apply them in combat. (This currently does not apply to new system. Outcome will vary)
For example, attacks that deal damage to demons must be explicitly stated otherwise it won't be used. And yes, some abilities can be stacked but you must state that you want to do that.
Played | 110 times |
Cloned | 12 times |
Created | 103 days ago |
Last Updated | Yesterday |
Visibility | Public |
HP Range40 - 50 (Avg: 45)
AC14
XP450
Description
A chaotic assembly of lizardfolk warriors, driven by primal instincts and a fierce loyalty to their tribe. They strike in unison, overwhelming their foes with sheer numbers and coordinated attacks.
Details
Size | Medium |
Type | Humanoid |
CR | 2 |
XP | 450 |
Languages | None |
Defenses
Armor Class | 14 |
HP Range | 40 - 50 (Avg: 45) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Pack Tactics
The Lizardmen Mob has advantage on attack rolls against a creature if at least one of the mob's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spear Attack
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Swarm Attack
The mob can make a single attack against all creatures within a 10-foot radius, dealing 3 (1d6) slashing damage to each target.