They live in huge caves deep beneath the earth, venturing to the surface only when driven by desperation. If you are delving into caverns and come upon piles of bones near an underground lake, keep a sharp eye out for deep lizardfolk.

A little larger than an average human, the deep lizardfolk are strong, strange, and primitive, even by lizardfolk standards. Each tribe keeps to itself, exhibiting strong xenophobia even towards other deep lizardfolk tribes.

Art

To survive underground, they have tamed several strange creatures that live in the same environment. Each tribe keeps a pit of vipers from which they harvest venom (and sacrifice in gruesome, savage rituals), and their warriors train giant, many-teethed worms that they wrap around their bodies and use to attack their enemies.

To build these, I'm going to take the base lizardfolk and increase its hit points and damage output. I'll also change its attacks so it throws its giant worm instead of its javelin, a potent attack that can continue dealing both piercing and poison damage every round.

Let's do this!

Stat block

Homebrewery stat block:

Deep Lizardfolk

Medium humanoid (lizardfolk), evil


  • Armor Class 15
  • Hit Points 25 (4d8 + 7)
  • Speed 30 ft., swim 30 ft.
    STR DEX CON INT WIS CHA
    15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +2, Survival +5
  • Senses passive Perception 13
  • Languages Draconic
  • Challenge 1 (200 XP)

    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: 7 (1d8 + 3) piercing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Bite of the Worm. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. On a hit, the worm is attached to the target, moves with the target, and deals an extra 3 (1d6) piercing damage plus 1d6 poison damage per round (DC 12 Athletics/Acrobatics save to rip it off).

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Image originally from DeanSpencerArt on DeviantArt, which has since disappeared from DeviantArt. It appears to be this Dean Spencer, but I haven't found the same image on that site, so I can't be sure.

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