Lizardfolk Geomancer
Monster Manual (2025) p. 197
- Size
- Medium
- Type
- elemental
- Alignment
- neutral
- AC
- 13
- Initiative
- 0
- Hit Points
- 33 (6d8+6)
- Speed
- walk 30 ft., burrow 20 ft., swim 30 ft.
- Skills
- Nature +2, Stealth +4, Perception +4
- Passive Perception
- 14
- Languages
- Draconic, Primordial (Terran)
- Challenge
- 2
- Lineage
- Lizardfolk
- Environment
- forest, swamp
Traits
Proficiency Bonus
+2
Treasure
Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.
Actions
Multiattack
The lizardfolk makes two Earth Burst attacks.
Earth Burst
Melee or Ranged Attack Roll: +4, reach 5 ft. or range 60 ft. Hit: 9 (2d6 + 2) Bludgeoning damage.
Hail of Stone (Recharge 5-6)
Constitution Saving Throw: DC 12, each creature in a 20-foot-radius, 40-foot-high Cylinder centered on a point the lizardfolk can see within 60 feet. Failure: 15 (6d4) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only.
recharge
D5
Spellcasting
The lizardfolk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12):
- At will: Elementalism
- 1/day each: Meld into Stone, Speak with Plants, Spike Growth
Spells
Elementalism [5.5e], Meld Into Stone [5.5e], Speak with Plants [5.5e], Spike Growth [5.5e]
Other data
description
Lizardfolk dwell in wildernesses suffused with primal magic. While many lizardfolk are Humanoids with varied skills, some forge powerful bonds with the Elemental Plane of Earth, granting them magical connections to the cycle of growth and rebirth.
Lizardfolk Geomancer: Lizardfolk geomancers draw magic from the natural world, using it to protect their people and territories.