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Habitat: Forest, Swamp; Treasure: Individual

Lizardfolk geomancers draw magic from the natural world, using it to protect their people and territories.


Lizardfolk

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.

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.

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


Lizardfolk Geomancer

Medium Elemental, Neutral
  • Armor Class 13
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft., Burrow 20 ft., Swim 30 ft.
  • Initiative +0 (10)
STR
15 (2)
DEX
10 (0)
CON
13 (1)
INT
10 (0)
WIS
15 (2)
CHA
8 (-1)
  • Saving Throws Str +2, Dex +0, Con +1, Int +0, Wis +2, Cha -1
  • Skills Nature 2, Perception 4, Stealth 4
  • Senses passive Perception 14
  • Languages Draconic, Primordial (Terran)
  • Challenge 2 (450 XP)
  • Habitat Forest, Swamp
  • Treasure Individual

Actions


  • Multiattack. The lizardfolk makes two Earth Burst attacks.
  • Earth Burst (Melee). Melee Spell Attack: +4 to hit, reach 5 ft., One Target. Hit: (2d6 + 2) Bludgeoning damage.
  • Earth Burst (Ranged). Ranged Spell Attack: +4 to hit, reach 60 ft., One Target. Hit: (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 (or [[6d4]] (6d4)) Bludgeoning damage, and the target has the Prone condition. *Success:* Half damage only.
  • 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
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