Lizardfolk Geomancer

Medium Elemental, Neutral
Initiative +0 (10)
AC 13
HP 33 (6d8 + 6)
Speed 30 ft., Burrow 20 ft., Swim 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
15
+2
+2
Dex
10
+0
+0
Con
13
+1
+1

Int
10
+0
+0
Wis
15
+2
+2
Cha
8
-1
-1

Skills Nature +2, Perception +4, Stealth +4
Senses Passive Perception 14
Languages Draconic, Primordial (Terran)
CR 2 (XP 450; PB +2)

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 geomancers draw magic from the natural world, using it to protect their people and territories.
Habitat: Forest, Swamp
Treasure: Individual
Monster Manual 2024

  1. DnD 5.5 Monsters › Lizardfolk Geomancer
Lizardfolk Geomancer