Encounter: Intro - Lizardfolk Ambush
Guard
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.
Lizardfolk
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
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