Lizardfolk Geomancer

Monster Manual (2025) p. 197

Tamaño
Mediano
Tipo
elemental
Alineamiento
neutral
CA
13
Iniciativa
0
Puntos de golpe
33 (6d8+6)
Velocidad
walk 30 ft., burrow 20 ft., swim 30 ft.
Habilidades
Nature +2, Stealth +4, Perception +4
Percepción pasiva
14
Idiomas
Draconic, Primordial (Terran)
Desafío
2
Linaje
Lizardfolk
Entorno
forest, swamp
FUE
15
+2
DES
10
+0
CON
13
+1
INT
10
+0
SAB
15
+2
CAR
8
−1

Rasgos

Proficiency Bonus

+2

Treasure

Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.

Acciones

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

Conjuros

Elementalism [5.5e], Meld Into Stone [5.5e], Speak with Plants [5.5e], Spike Growth [5.5e]

Otros datos

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.