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
STR
15
+2
DEX
10
+0
CON
13
+1
INT
10
+0
WIS
15
+2
CHA
8
−1

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.