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Encounter: Intro - Lizardfolk Ambush

Ally:  
SRD

Guard

Medium humanoid (any race), any
Armor Class 16 (chain shirt, shield)
Hit Points 11 ( 2d8+2 )
Speed 30ft

STR
13 +1
DEX
12 +1
CON
12 +1
INT
10 0
WIS
11 0
CHA
10 0

Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP)


Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 ( 1d6+1 ) piercing damage, or 5 ( 1d8+1 ) piercing damage if used with two hands to make a melee attack.


 

Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.

  Enemies: (2) 1d4 Lizardfolk  
SRD

Lizardfolk

Medium humanoid (lizardfolk), neutral
Armor Class 15 (natural armor, shield)
Hit Points 22 ( 4d8+4 )
Speed 30ft Swim: 30ft

STR
15 +2
DEX
10 0
CON
13 +1
INT
7 -2
WIS
12 +1
CHA
7 -2

Skills Perception +3, Stealth +4, Survival +5
Senses passive Perception 13
Languages Draconic
Challenge 1/2


Hold Breath. The lizardfolk can hold its breath for 15 minutes.


Actions

Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
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.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.


 

Plot points/Scenes

Plot type
Encounter

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