![]() ![]() At that point, whether they keep fighting depends entirely on whether or not they’re within their own territory. Lizardfolk don’t have any feature that grants them bonus actions or unique reactions, and their Intelligence is low, so we can assume that they fight like primitives: they pick an enemy, they bash that enemy, and they keep going until the enemy is dead or they’re seriously wounded (8 hp or fewer). Anyway, let’s just say that a lizardfolk’s Attack action consists of one weapon strike and one shield bash and leave it at that. Of course, it’s all cosmetic, since every one of the lizardfolk’s attacks has the same attack modifier (+4) and the same damage (1d6 + 2) the only difference is whether the damage done is bludgeoning (the club) or piercing (everything else), and even that isn’t a real difference unless a PC is covered by a magic item or spell that provides resistance to one type of damage and not the other. ![]() The lizardfolk’s upright human physiology makes the idea of their lunging to bite absurd, let alone lunging to bite while swinging or thrusting a melee weapon at the same time. Honestly, the only combinations of these that don’t strike me as silly are club/shield and javelin/shield. The choices available are Bite, Heavy Club, Javelin and Spiked Shield. The MM stat block says, “The lizardfolk makes two melee attacks, each one with a different weapon” (emphasis mine). Then they’ll strike first, with surprise. Once they notice intruders, they’ll start stalking them (either from cover to cover, if on land, or underwater, if in a swamp), until they’re close enough to attack. They’ll be alert to intruders-it’s why they’re out there. They’re also proficient in Perception and Stealth, and they’re more or less amphibious-they can’t breathe underwater, but they can hold their breath for up to 15 minutes, and they can swim as fast as they can move on land.īased on this information, the most likely lizardfolk encounter scenario will be with a group of scouts patrolling the outskirts of their territory. Lizardfolk, like orcs, are brutes: average Dexterity, high Strength and Constitution. On the flip side, the text does acknowledge that lizardfolk may occasionally form alliances with outsiders, but we’ll set that aside, since it’s not going to influence their combat tactics. According to the Monster Manual flavor text, their most salient behavioral trait is their territoriality, followed by their generally acting like South Seas cannibals in a movie from the 1940s. They’re not sophisticated, but they are significantly tougher than goblins, kobolds and orcs. With lizardfolk, we get into the territory of generic humanoid monsters that are more than mere cannon fodder. ![]()
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