Fantasy
Aldrathir is a rugged continent of stark contrasts. On the stormy west lies Orrun’kai, where beastfolk and humanoids coexist under a council’s uneasy peace. To the south, Thal’sari thrives with art, sea trade, and royal legacy. Cavareth, the walled empire at the center, rules with corrupt pride behind imposing walls. In the frozen north, Uldaraak’s tribes survive wild and free, shrouded in mystery and ancient rivalries. Aldrathir is a land where power, survival, and legend collide.
Played | 2 times |
Cloned | 0 times |
Created | 4 days ago |
Last Updated | 3 days ago |
Visibility | Public |

HP Range8 - 36 (Avg: 22)
AC13
XP100
Details
Size | Medium |
Type | Humanoid |
CR | 0.5 |
XP | 100 |
Languages | Draconic |
Defenses
Armor Class | 13 |
HP Range | 8 - 36 (Avg: 22) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Heavy Club
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Javelin
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Multiattack
The lizardfolk makes two melee attacks, each one with a different weapon.
Spiked Shield
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.