0% found this document useful (0 votes)
2 views113 pages

Lizardmen Game Master Guide

Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
2 views113 pages

Lizardmen Game Master Guide

Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Lizardmen Compendium

T
he ancient and inscrutable lizardmen dwell Alternatively, the lizardmen may be marching from their
within their jungle cities, constructed in ages realm to impose their unfathomable will upon the world,
past and dedicated to a now crumbling world which could lead to the players having to fend off their
order. What remains of this civilization serves reptilian invasion.
as a reminder of the primordial powers that This document provides content to help you run games
once shaped the land, and the lizardmen make that heavily feature the lizardmen or any of the primeval
full use of the ancient power they still have at creatures that dwell in their realm. This content ranges from
their disposal. This power ranges from ancient relics left over new spells used by the lizardmen, to rules for implementing
from their golden age to mighty dinosaurs used as beasts of the types of combat equipment they use, to a bestiary of the
burden and living weapons. different types of lizardmen and the monsters they utilize.
The lizardmen themselves come in several subspecies, Whether the players only have a minor side quest featuring
each with a dedicated role to serve within the larger empire. lizardmen or an entire campaign, any of the content here can
All of these lizardmen regard outsiders with suspicion, if not be used to enhance your games.
outright hostility, and some will even form conquering armies
determined to restore the old order. The players are most
likely to encounter the lizardmen when exploring their jungle Art Credit
homes. The players may be attempting to traverse jungles,
explore ruins, or acquire relics within the realm of the Yurlok of Scorch Thrash - Jesper Ejsing, Wizards of the
lizardmen, which will naturally lead to confrontations. Coast

1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lizardmen Forces 28
Table of Contents The Rampaging Condition 28
Running Lizardmen Adventures 3 Blessings of the Old Ones ........................................................ 28
Lizardmen Motivations .............................................................3 Carnosaurs ........................................................................ 30
Lizardmen Tactics ........................................................................ 4 Carnosaur .................................................................................31
Guldbloom's Terror .................................................................32
New Spells 5 Ceradons ..............................................................................35
.................................................................5
Lore of Beasts ................................................................
Ceradon .....................................................................................36
Ancient Ceradon ..................................................................... 37
Amber Spear .............................................................................. 5 Thunderous One ..................................................................... 38
Aspect of the Beast ................................................................... 5
Bestial Spirit ...............................................................................6 Cold Bloods ......................................................................42
Call of the Pack ..........................................................................6 Cold Blood ................................................................................42
Impenetrable Pelt ......................................................................6 Horned Cold Blood .................................................................43
Monstrous Transformation ......................................................7 Crox .......................................................................................... 45
Primal Dominance ....................................................................7 Crox Warrior ............................................................................ 45
Summon Flock .......................................................................... 7 Sacred Crox Warrior ..............................................................46
Wild Surge ..................................................................................8 Crox Storm Warrior ............................................................... 47
............................................................10
Lore of Heavens ........................................................... Crox Ancient .............................................................................48
Comet's Call ............................................................................. 10 Dread Sauruses ...............................................................51
Curse of the Midnight Wind ................................................. 10 Dread Saurus ...........................................................................52
Harmonic Convergence .........................................................11 The Dread Ripper ...................................................................53
Ice Storm .................................................................................. 11
Lightning Strike ...................................................................... 11 ........................................................................57
Lord Krohc .......................................................................
Second Sight ............................................................................11 Lord Krohc ............................................................................... 58
Wind Blast ................................................................................11 The Last Defender ......................................................62
Sload Mage-Priest Spells ....................................12 The Last Defender ..................................................................63
Lore of Beasts ..........................................................................12 Grimlokk ...................................................................................64
Lore of Death ...........................................................................13 Lord Mazhalmundi .....................................................68
Lore of Fire .............................................................................. 13 Lord Mazhalmundi ................................................................. 70
Lore of Heavens ...................................................................... 14 Zloq ............................................................................................71
Lore of High Magic .................................................................14
Lore of Life ...............................................................................16 Razorsaurs ..........................................................................75
Lore of Light ............................................................................ 17 Razorsaur ................................................................................. 75
Lore of Metal ............................................................................17 Venomous Razorsaur .............................................................76
Lore of Shadow .......................................................................18 Saurian ...................................................................................78
Eruption .................................................................................... 19 Saurian Warrior ...................................................................... 78
Sacred Saurian ........................................................................79
Lizardmen Magic Items 20 Saurian Temple Guard .......................................................... 80
Hand of Gods ......................................................................... 20 Saurian Chamber Guardian .................................................81
Maul of Unending Battle ...........................................................20 Saurian Scar Commander ....................................................82
Shield of Aeons ...........................................................................20 Saurian Elder Blood ...............................................................83
Spear of Dread Visions .............................................................20 Skinks ...................................................................................... 86
Skink Warrior .......................................................................... 86
Siege Weapons 21 Skink Skirmisher ....................................................................87
Siege Weapon Rules .............................................................21 Skink Behemoth Keeper ....................................................... 88
Skink Chieftain ........................................................................89
Howdahs 23 Skink Conduit ..........................................................................90
Howdah Rules ........................................................................23 Skink Priest ..............................................................................91
Lizardmen Howdahs ................................................................. 25 Sload Mage-Priests ................................................... 95
Lizardmen Howdah Upgrades ................................................ 26 Sload Mage-Priest ...................................................................96
The Wanderer ............................................................... 102
The Wanderer ....................................................................... 103
Zor-Rokk, The Pale Lizard .............................107
Zor-Rokk, The Pale Lizard ................................................. 108

2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Running Lizardmen Adventures

T
he setting you're running your adventures in Devoted: Despite their primal natures, lizardmen are
will help determine the background of these prone to following orders from more powerful beings.
lizardmen and their lore. They may be the They make for loyal and surprisingly orderly soldiers and
primordial cousins of the lizardfolk in other will fight to the death for their cause. Should the players
settings, or they may be the stewards of an interfere with the plans of their masters, the lizardmen
ancient empire. They may be noble protectors will show them no mercy.
against ancient, long-forgotten evils or
heartless conquers that eliminate other species without Lizardmen Motivations
remorse. The long-term motivations of the lizardmen almost always
Regardless of the specifics, there are some commonalities involve executing the great plan they believe their gods left for
that tie lizardmen together, each of which could lead to them to safeguard. This plan is meant to keep the world in
conflict with the players: order and guard against chaos. All other short-term goals are
Ancient: Lizardmen are a primordial race, and their meant only to serve this greater plan. The only exceptions to
civilization is older than that of most mortals. This leads this are when some of the lizardmen succumb to their more
to them living in ancient cities and possessing powerful primeval natures and begin operating on base instinct.
and valuable relics, which could put them at odds with When role-playing lizardmen it’s usually best to keep their
treasure-hunting players. motivations both simple and difficult to read. When defending
Instructable: Lizardmen possess a cold-blooded their territory or attacking those in possession of their relics,
psychology that seems alien to most other races. They their motivations are as straightforward as a territorial
rarely display recognizable emotions and carry out their animal’s. But when executing grand campaigns, they believe
actions in a way that often seems callous to others. This with further the great plan of their gods, their motivations
behavior can often lead to conflicts with other races that may be indecipherable to outsiders.
the players could be pulled into.
Primal: Despite lacking humanoid emotions, lizardmen Common Lizardmen Motivations
are closely tied to their bestial natures and prone to bouts Destroy Intruders
of primal aggression. This primal nature allows them to Protect or Reclaim Sacred Sites Artifacts
easily bond with other reptilian creatures, such as Exterminate Members of Other Races Working Against
dinosaurs, which they often use in battle. Should the the Great Plan (Whether They Know They Are Or Not)
players wander into their territory, they may quickly find Collect Sacrifices for Their Ancient Gods
themselves on the receiving end of lizardmen’s primal Eliminate Otherworldly Forces of Chaos Entering the
aggression. World
Acquire Jungle Beasts for Labor and Wartime Use
3
Lizardmen operating without skinks tend to be less stealthy
Lizardmen Tactics and forgo the element of surprise to try to close in on the
players as quickly as possible. That’s not to say they lack
Lizardmen are highly resilient and resourceful combatants tactical nuance. Saurian warriors will still try to attack from
who combine primal aggression with instinctive tactical optimal angles, surround foes, and pick off prime targets
acumen. While each subspecies and the various dinosaurs whenever possible.
they make use of all fight differently, there are some general
commonalities: Combat
Melee Oriented. Lizardmen usually have better melee In combat, lizardmen combine cold-blooded, brutal efficiency
options than ranged options. Skinks are exceptions to this, with primal ferocity. They execute orders they are given to a
but for most other lizardmen and their dinosaurs, it’s usually tee and are hyperfocused on their mission to the exclusion of
best to close into melee range with the players as quickly as almost all else. However, the targets of their wrath are
possible. subjected to animalistic brutality. When playing them, keep
Mixed Forces. Lizardmen forces generally benefit from them focused on their objective and allow them to execute
mixing nimble skinks in with mightier saurian and dinosaurs. complex plans and make intelligent tactical decisions, but
The skinks can debilitate foes while their kin move in for the make sure any players they’re attacking feel like they’re being
kill. brutalized by an unrelenting beast.
Rampaging. Most lizardmen, other than skinks, will begin
rampaging when they drop to a third of their HP or less and Retreat
other some other special circumstances. This condition Lizardmen are utterly devoted to their cause, and most will
forces them to engage their closest enemies in melee combat fight to the death if it is in service to the great plan of their
and can be used against them by cunning players. However, gods. This is not to say they are utterly unflappable. Skinks
some lizardmen abilities boost their combat potential while are skittish and may give in to their fear if the odds seem
they’re rampaging, so some lizardmen may intentionally drive stacked heavily against them, causing them to scamper away
themselves into a rampage. from threats. Most other lizardmen struggle with the opposite
instinct. When things start looking dire, they will enter a
Engagement bloody rampage that leads to them fighting to the death,
How the lizardmen engage in combat will largely depend on regardless of whether it's in the best interest of the lizardman
whether they have skinks among their forces. Skinks are force as a whole. Should the players retreat, most lizardmen
master ambushers and will usually try to catch players by will give chase if they have the strength to do so. They are
surprise and put them on the back foot before directing their remorseless and unforgiving by nature, and once they’ve
harder-hitting allies to close in. marked prey for death, they rarely abandon their mission.
Running Lizardmen Encounters:
Art Credit
Ixalan Forest - Christine Choi, Wizards of the Coast
Rootbound Crag - Grzegorz Rutkowski, Wizards of the
Coast

4
New Spells
Lore of Beasts Aspect of the Beast
This brand of magic draws on the power of the wilds and the 4th-level transmutation
animals that inhabit them. Those who practice it avoid Casting Time: 1 bonus action
civilization and live hermitic lives in the savage and untamed Range: Touch
wilderness. Their magic harnesses the power of the beasts Components: V, S
they dwell alongside, often by summoning wild spirits or Duration: Concentration, Up to 1 hour.
unleashing the inner savagery of themselves and others to Classes: Druid, Ranger
transform them into primeval creatures. The following spells
are examples of the types of magic users of the Lore of Upon touching a willing creature, you imbue it with bestial
Beasts often wield. might. For the duration, the creature manifests a bestial
weapon of your choice from the list below. When it takes the
Amber Spear Attack action on its turn, it can make an additional attack
3rd-level evocation with the bestial weapon as part of that action. The weapon is
Casting Time: 1 action treated as a simple weapon with which the creature is
Range: 60 feet proficient. Unless otherwise stated, it uses its Strength
Components: V S M (A Piece of Amber) modifier for attack and damage rolls made with the weapon.
Duration: Instantaneous Ripping Jaws. The creature's mouth becomes filled with
Classes: Druid, Ranger dagger-like teeth. Its jaws deal 2d8 piercing damage on a hit.
If the bite damages a creature, the user gains temporary hit
You conjure a large amber hunting spear and launch it in a points equal to half the piercing damage dealt, which last
straight line at a point you can see within range. Upon until the spell ends.
reaching its destination or striking a solid surface, the spear Tearing Claws. The creature's hands transform into blade-
shatters, producing an explosion within a 10-foot-radius like claws. These claws deal 2d6 slashing damage on a hit
sphere centered on that point. The spear can pass through and count as finesse weapons. The creature can choose to
spaces occupied by creatures and objects of large size or replace any of its melee attacks made with the Attack action
smaller. Each creature the spear moves through, as well as with its claws, including any off-hand attacks.
those within the explosion's radius, must make a Dexterity Ramming Horns. Gnarled horns grow from the creature's
saving throw. On a failed save, a creature takes 6d6 piercing head. The horns deal 2d8 bludgeoning damage on a hit. If the
damage; on a successful one, the damage is halved. creature moves at least 15 feet straight toward a target and
At Higher Levels. When casting this spell using a 4th-level then hits it with a horn attack, the attack deals an extra 2d8
spell slot or higher, the range increases by 20 feet and the bludgeoning damage, and if the target is Large or smaller, the
damage by 1d6 for each slot level above 3rd. creature can choose to push it up to 15 feet away.

5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
New Contition: Quickened
A Quickened creature gains an additional action on
each of its turns. That action can be used only to
take the Attack (one weapon attack or unarmed
strike only), Dash, Disengage, Hide, or Use an
Object action. The Haste spell applies the
Quickened condition among its other effects, and
a creature cannot benefit from the Quickened
condition from multiple sources at once.

Call of the Pack


5th-level enchantment
Casting Time: 1 Bonus Action
Bestial Spirit Range: 60 feet
4th-level conjuration Components: V
Casting Time: 1 action Duration: 1 round
Range: 40 feet Classes: Ranger
Components: V Unleashing a primal howl, you stir the wild fervor within your
Duration: Concentration, up to 1 minute allies. You and up to three other creatures you are aware of
Classes: Druid, Ranger within range that can hear you are quickened until the start
A Large spectral beast appears at a location you choose of your next turn. While quickened this way, these creatures
within range. Though it appears substantial, it is intangible gain advantage on attack rolls against any enemy if at least
and can be passed through and occupied by other creatures. one of their allies is within 5 feet of that enemy and the ally
Any hostile creature within 5 feet of the beast is so isn't incapacitated.
distracted by its presence that it has disadvantage on attack Impenetrable Pelt
rolls. At the end of each of your turns, each hostile creature
within 5 feet of the beast must make a Dexterity saving throw 5th-level transmutation
as the beast assaults it. The creature takes 4d8 force damage Casting Time: 1 action
on a failed save, or half as much on a successful save. Range: 60 feet
If a hostile creature moves more than 5 feet away from the Components: V, S, M (a tuft of fur)
beast, that creature must make the same saving throw Duration: Concentration, Up to 1 hour
against the beast's damage effect unless it took the Classes: Druid, Ranger
Disengage action. You weave magic to sheathe a willing creature you can see
At the start of each of your turns, if no hostile creatures are within range in a layer of tough fur and hide. For the spell's
within 5 feet of the beast, it moves up to 40 feet toward the duration, any bludgeoning, piercing, or slashing damage the
closest hostile creature it can see. The beast has blindsight target takes is reduced by 5. This reduction applies before
out to 120 feet and is blind beyond this range. any resistances.
At Higher Levels. When casting this spell using a 5th-level At Higher Levels. When you cast this spell using a spell
spell slot or higher, the beast's damage increases by 1d4 for slot of 6th level or higher, the damage reduction increases by
each slot level above 4th. 1 for each slot level above 5th.

6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Monstrous Transformation Primal Dominance
6th-level transmutation 2nd-level enchantment
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 30 feet
Components: V Components: V, S
Duration: Until dispelled Duration: 10 minutes
Classes: Druid, Sorcerer, Warlock Classes: Bard, Druid, Ranger
Drawing from wild energies, you transform into a mighty You emanate a commanding presence, compelling a primal
primal form of your choice: a Feral Manticore, a Ravenous creature to submit. Choose a beast, monstrosity, giant,
Hydra, or a Savage Dragon. While transformed, you adopt dragon, or fey within range that can see and hear you. If the
the stat block of the selected beast (found later in this creature's Intelligence is 8 or higher, the spell has no effect.
document). Your game statistics, including mental ability Otherwise, it must make a Wisdom saving throw. On a failed
scores, are replaced by those of the chosen form, but you save, it becomes charmed and frightened by you until the end
maintain your alignment and personality. of your next turn. Regardless of the save's outcome, you gain
While in this new form: a +5 bonus to Charisma (Intimidation) and Wisdom (Animal
Handling) checks when interacting with that creature until
You assume its hit points. the spell concludes.
Your spell attack modifier and spell save DC replace its At Higher Levels. When you cast this spell using a 3rd-
attack modifiers and saving throw DCs. level spell slot or higher, you can target one additional
If you're reduced to 0 hit points, you make death saving creature for each slot level above 2nd.
throws as usual. If you die, you revert to your true form.
You can't speak, cast spells, or undertake any action Summon Flock
requiring hands or speech. 1st-level conjuration
Your gear melds into your new form, rendering it
inaccessible. As such, you can't activate, wield, or benefit Casting Time: 1 action
from any of your equipment. Range: Self
Components: V, S, M (A worm or bug)
To attempt to end the spell, you may use your action to Duration: Concentration, up to 1 hour
make a DC 15 saving throw using your original form's Classes: Druid, Ranger
spellcasting ability modifier. On a successful save, the spell Upon casting, you summon three crows that circle above you
ends. However, if you fail this save three or more times within for the duration of the spell. As a bonus action, you can direct
8 hours, you must complete a long rest before attempting to one of the crows to dive at a creature or object within 120
end the spell again. A remove curse spell will also end the feet. Make a ranged spell attack against the target. On a hit, it
transformation. takes 2d4 piercing damage. If the attack is a critical hit, the
If you take a long or short rest in your new form, only your target is blinded until the start of your next turn. Regardless
new form gains the benefits of the rest of the outcome, the directed crow is expended. The spell ends
At Higher Levels. When cast using a spell slot of 7th level if all crows are expended. For each crow circling above you,
or higher, the new form gains an additional 25 hit points for you gain a +1 bonus to Wisdom (Perception) checks.
each slot level above 6th. If cast using a 9th-level slot, any At Higher Levels. When you cast this spell using a 2nd-
features the new form can use only once per day can now be level spell slot or higher, you summon an additional crow for
used three times per day. each slot level above 1st.

7
Wild Surge
3rd-level transmutation It gains 20 temporary hit points.
It gains a +2 bonus to AC.
Casting Time: 1 action It gains a +2 bonus to Strength saving throws and checks.
Range: 30 feet It gains a +2 bonus to Wisdom (Perception) checks and
Components: V S M (a tuft of fur and a fang) Charisma (Intimidation) checks.
Duration: Concentration, up to 10 minutes When it hits with a melee weapon attack or unarmed
Classes: Druid, Ranger strike, it deals one extra die of its damage.
Select a willing creature within range to tap into its primal At Higher Levels. When casting this spell using a 4th-level
nature, transforming it into a bestial form. For the duration of spell slot or higher, the targeted creature gains an additional
the spell, the creature receives the following benefits: 5 temporary hit points for each slot level above 3rd.

Feral Manticore Actions


Actions
Huge monstrosity, unaligned Multiattack. You make three attacks: one with your bite,
one with your claws, and one with your tail spines. If
Armor Class 16 (natural armor) both the claw and bite attacks hit the same target, the
Hit Points 125 target is grappled (escape DC 16). Until this grapple
Speed 40 ft., climb 40 ft., fly 50 ft. ends, you can't use its bite or claw on another target.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 19 (2d12 + 6) piercing damage. If the target
is prone, it takes 32 (4d12 + 6) piercing damage
22 (+6) 16 (+3) 20 (+5) 7 (-2) 16 (+3) 8 (-1) instead.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Skills Perception +6, Stealth +6
Senses Darkvision 60 ft., passive Perception 16 target. Hit: 17 (2d10 + 6) slashing damage.
Languages You understand the languages you can speak Tail Spike. Ranged Weapon Attack: +7 to hit, range
in your normal form 100/200 ft., one target. Hit: 15 (2d8 + 6) piercing
Challenge 8 (3,900 XP) Proficiency Bonus +3 damage plus 10 (3d6) poison damage.
Toxic Volley. You fire six of your tail spikes at a point
Tail Spikes. You have twelve tail spikes. you can see within 100 feet. Each creature in a 15-foot-
Pounce. If you move at least 10 feet straight toward a radius, 15-foot-high cylinder centered on that point
creature and then hit it with a claw attack on the same must make a Dexterity saving throw against your spell
turn, the target must succeed on a DC 16 Strength save DC, taking 15 (2d8 + 6) piercing damage and 10
saving throw or be knocked prone. (3d6) poison damage on a failed save, or half as much
damage on a successful one.
Regrow Spikes (1/Day). You regrow all of your spent
spikes.

8
Ravenous Hydra Reactive Heads. For each head you have beyond the
first, you get an extra reaction that can be used only for
Huge monstrosity, unaligned
opportunity attacks.

Armor Class 16 (natural armor) Wakeful. While you sleep and have more than one head,
Hit Points 125 at least one of your heads can remain awake.
Speed 40 ft., swim 40 ft.
Actions
Actions

Multiattack. You make as many bite attacks as you have


STR DEX CON INT WIS CHA heads.
22 (+6) 12 (+1) 20 (+5) 7 (-2) 10 (+0) 14 (+2) Bite. Melee Weapon Attack: + (spell attack modifier) to
hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing
Senses Darkvision 60 ft., passive Perception 20 (due to damage.
Multiple Heads)
Languages You understand the languages you can speak Regrow Heads (1/Day). You regain 75 hit points and
grow back all of your missing heads. For each head
in your normal form
regrown in this way, you can make a bite attack against
Challenge 8 (3,900 XP) Proficiency Bonus +3
a creature within 10 feet of you.
Multiple Heads. You have five heads. While you have
more than one head, you have advantage on saving
throws against being blinded, charmed, deafened,
frightened, stunned, and knocked unconscious.
Additionally, you get a +2 bonus to Wisdom
(Perception) checks for each head. Whenever you take
25 or more damage in a single turn and still have one
or more heads, one head dies.

Savage Dragon Dragon's Power. When you transform into this shape,
you choose one of the following damage types: acid,
Huge dragon, unaligned
cold, fire, lightning, or poison. This chosen type affects
other features.
Armor Class 16 (natural armor)
Hit Points 125 Actions
Actions
Speed 40 ft., climb 40 ft., fly 60 ft.
Multiattack. You make two attacks: one with your bite
and one with your claws.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: + (spell attack modifier) to
22 (+6) 14 (+2) 20 (+5) 12 (+1) 10 (0) 14 (+2) hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing
damage plus 14 (4d6) of the chosen Dragon's Power
Skills Perception +3 damage type.
Damage Resistances The damage type chosen using Claw. Melee Weapon Attack: + (spell attack modifier) to
your Dragon's Power feature hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing
Senses Blindsight 30 ft., darkvision 120 ft., passive damage.
Perception 13
Languages You understand the languages you can speak Breath Attack (1/Day). You exhale your breath attack in a
in your normal form 40-foot cone. Each creature in that area must make a
Challenge 8 (3,900 XP) Proficiency Bonus +3 Dexterity saving throw against your spell save DC,
taking 35 (10d6) damage of the damage type chosen
by your Dragon's Power trait on a failed save, or half as
much damage on a successful one.

Lore of Beasts: Art Credit


Shaman of Forgotten Ways - Viktor Titov, Wizards of the Crow Storm - YW Tang, Wizards of the Coast
Coast Manticore - Billy Christian, Wizards of the Coast
Spirit of the Aldergard - Lars Grant-West, Wizards of the
Coast

9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lore of Heavens
This brand of magic draws its power from the sky and the At Higher Levels. Casting this spell using a 6th-level spell
movements of celestial bodies. Those who study this lore slot or higher increases either the fire damage or the
often spend long periods of time observing the patterns and bludgeoning damage (your choice) by 1d8 for every slot level
motions of the cosmos and are well known for their ability to above 5th.
discern events that have yet to pass through these
observations. Spells from this lore also call upon the power Curse of the Midnight Wind
of the skies, unleashing bolts of lightning, torrents of hail, or 3rd-level enchantment
savage gusts of wind. The following spells are examples of Casting Time: 1 action
the types of magic users of the Lore of Heavens often wield. Range: 150 feet
Comet's Call Components: V, S, M (Pinch of salt)
5th-level evocation Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Warlock
Casting Time: 1 action You summon a chilling wind, affecting an area within range
Range: 300 feet that can be up to 40 feet long, 10 feet wide, and 10 feet tall.
Components: V, S, M (A piece of iron or nickel ore) Up to six creatures of your choice within this area feel their
Duration: 1 minute. fortune wane. Each targeted creature must succeed on a
Classes: Wizard, Sorcerer Charisma saving throw or be cursed by this spell for its
You channel the winds of magic to summon a comet from the duration.
heavens to the battlefield. You select a point you can see, 300 While cursed:
feet above you within range, causing a blue pulse to flash in
the sky. If the creature rolls an 18 or higher on an attack roll,
At the start of each of your turns, roll a d6. On a roll of 1-3, ability check, or saving throw against an effect not caused
nothing occurs. On a roll of 4-6, a 5-foot-radius comet by this spell, it automatically fails.
materializes at the chosen point and immediately descends. When another creature makes an attack against the
The comet passes through any Large or smaller creatures cursed target and rolls a 3 or lower on the attack roll, the
and objects, exploding in a 30-foot-radius sphere when it hits attacking creature automatically hits.
a solid surface or a Huge or Gargantuan creature. The At the end of its turn, an affected creature can attempt
explosion's effects spread around corners. another Charisma saving throw, ending the curse's effect on it
Each creature or object the comet comes in contact with, on a success.
as well as those within the explosion's area, must make a At Higher Levels. When you cast this spell using a spell
Dexterity saving throw, taking the comet's full damage on a slot of 4th level or higher, you can target one additional
failed save, and half as much on a success. The comet's base creature for each slot level above 3rd.
damage is 5d8 fire damage plus 5d8 bludgeoning damage.
Each time you roll to see if the comet appears and it doesn't, Lore of Heavens: Art Credit
the fire and bludgeoning damage it deals each increase by Meteor Swarm - Olivier Bernard, Wizards of the Coast
1d8. The spell ends after the comet lands. Oracle's Insight - Raymond Swanland, Wizards of the
Coast
10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Harmonic Convergence
1st-level divination
Casting Time: 1 bonus action
Range: 30 feet
Components: V S M (A piece of string)
Duration: 1 round
Classes: Bard, Cleric, Druid
Divining auspicious omens, you grant a creature you
can see within range a brief insight into the immediate
future. Until the start of your next turn, if the chosen
creature misses with an attack roll or fails a Dexterity
saving throw, it can end the spell early to reroll the d20
and must use the new result. Similarly, when an attack
roll is made against the chosen creature, it can end the
spell early to force the attacker to reroll the d20, and the
attacker must use the new result. Second Sight
At Higher Levels. When you cast this spell using a spell 2nd-level divination
slot of 2nd level or higher, you can target one additional
creature for each slot level above 1st. Casting Time: 1 action
Range: Self
Ice Storm (Revised) Components: V S
4th-level evocation Duration: Concentration, up to 1 minute
Casting Time: 1 action Classes: Bard, Cleric, Druid, Sorcerer, Wizard, Warlock
Range: 300 feet Guided by an astral prophecy, your sight extends beyond the
Components: V, S, M (a pinch of dust and a few present moment. Until the spell ends, when you or a creature
drops of water) within 30 feet of you makes an attack roll or a saving throw,
Duration: 1 Round you can end the spell prematurely, allowing the creature to
Classes: Druid, Sorcerer, Wizard roll an additional d20. This decision can be made after the
A barrage of rock-hard ice plummets from the sky, forming a original roll but before the outcome is determined. The
20-foot-radius, 40-foot-high cylinder centered on a point creature then chooses which of the d20s to use for the attack
within range. The area becomes difficult terrain until the end roll or saving throw.
of your next turn, and any creature within it has disadvantage Alternatively, if an attack is made against you or a creature
on ranged attack rolls. you can see within 30 feet of you, you can end the spell to roll
When the ice storm initially appears or if a creature is a d20 and then decide whether the attack uses the attacker's
inside its area at the end of your next turn, the creature must roll or yours.
make a Dexterity saving throw. On a failed save, it takes 3d4 If multiple effects, such as another instance of this spell or
bludgeoning damage and 3d4 cold damage. On a successful a feature like the Lucky feat, attempt to modify a single roll,
save, it takes half as much damage. they negate each other, resulting in no additional dice being
At Higher Levels. When you cast this spell using a spell rolled.
slot of 5th level or higher, both the bludgeoning and cold Wind Blast
damage increase by 1d4 for each slot level above 4th. 3rd-level evocation
Lighting Strike Casting Time: 1 action
2nd-level evocation Range: 90 feet
Casting Time: 1 action Components: V, S, M (A legume seed)
Range: 120 feet Duration: Instantaneous
Components: V, S, M (A bit of fur and a rod of amber, crystal, Classes: Druid, Sorcerer, Wizard
or glass) You summon a powerful gust of wind emanating from a 20-
Duration: Instantaneous foot-radius sphere centered on a point within range and
Classes: Druid blasting out in the direction of your choice. Medium or
You summon a bolt of lightning to strike a point you can see smaller objects in this area that aren't secured and aren't
within range. Each creature within 5 feet of that point must being worn or carried are pushed up to 15 feet in the chosen
make a Dexterity saving throw, taking 3d10 lightning damage direction. Each creature in the area must make a Strength
on a failed save, or half as much damage on a successful one. saving throw. On a failed save, a creature is pushed in the
At Higher Levels. When you cast this spell using a spell chosen direction and knocked prone. The wind also
slot of 3rd level or higher, you can summon an additional disperses gas and vapor and extinguishes candles, torches,
lightning bolt for each slot level above 2nd. These bolts can and similar unprotected flames in its area.
target the same or different points. If a creature is in the area At Higher Levels. When you cast this spell using a spell
of more than one lightning bolt, it is affected only once. slot of 4th level or higher, the wind pushes creatures and
objects an additional 5 feet for each slot level above 3rd.

11
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Summon Stampede
Sload Mage-Priest Spells 9th-level Conjuration (Druid)
The following are new and revised spells used by the sload Casting Time: 1 Action
mage priests (along with Lord Mazhalmundi), who are found Range: 90 feet
later in this document. Components: V, S, M (a bit of cattle feed)
Duration: Concentration, up to 1 hour
Lore of Beasts You call forth a stampede of creatures that manifest in an
Amber Spear unoccupied space you can see within range. These creatures
3rd-level evocation use the Stampede stat block. The stampede disappears when
Casting Time: 1 action it drops to 0 hit points or when the spell ends.
Range: 60 feet The stampede is an ally to you and your companions. In
Components: V S M (A Piece of Amber) combat, the stampede shares your initiative count, but it
Duration: Instantaneous takes its turn immediately after yours. It obeys your verbal
Classes: Druid, Ranger commands (no action required by you). If you don’t issue any,
it takes the Dodge action and uses its move to avoid danger.
You conjure a large amber hunting spear and launch it in a
straight line at a point you can see within range. Upon Titanic Growth
reaching its destination or striking a solid surface, the spear 8th-level Transmutation (Druid)
shatters, producing an explosion within a 10-foot-radius Casting Time: 1 Action
sphere centered on that point. The spear can pass through Range: 30 feet
spaces occupied by creatures and objects of large size or Components: V, S, M (a seed)
smaller. Each creature the spear moves through, as well as Duration: Concentration, up to 1 hour
those within the explosion's radius, must make a Dexterity
saving throw. On a failed save, a creature takes 6d6 piercing You cause a willing creature within range to tap into its
damage; on a successful one, the damage is halved. primal essence, transforming into a colossal, bestial form. For
At Higher Levels. When casting this spell using a 4th-level the duration, the target gains the following benefits:
spell slot or higher, the range increases by 20 feet and the The target’s size becomes Gargantuan (if it was smaller).
damage by 1d6 for each slot level above 3rd. If its Strength score is less than 19, it becomes 19 for the
Bestial Spirit duration.
4th-level conjuration It gains 50 temporary hit points for the duration of the
spell.
Casting Time: 1 action Its speed increases by 20 feet.
Range: 40 feet It gains a +2 bonus to AC.
Components: V It gains a +2 bonus to Strength checks and Strength
Duration: Concentration, up to 1 minute saving throws.
Classes: Druid, Ranger Its attacks with enlarged weapons or unarmed strikes deal
A Large spectral beast appears at a location you choose an extra 2d8 damage on a hit.
within range. Though it appears substantial, it is intangible Unleash the Beast
and can be passed through and occupied by other creatures. 7th-level Transmutation (Druid)
Any hostile creature within 5 feet of the beast is so
distracted by its presence that it has disadvantage on attack Casting Time: 1 Action
rolls. At the end of each of your turns, each hostile creature Range: Self
within 5 feet of the beast must make a Dexterity saving throw Components: V
as the beast assaults it. The creature takes 4d8 force damage Duration: 1 round
on a failed save, or half as much on a successful save. You unleash the primal beast within. Until the end of your
If a hostile creature moves more than 5 feet away from the turn, your speed increases by 30 feet and moving doesn’t
beast, that creature must make the same saving throw provoke opportunity attacks, and you may make up to three
against the beast's damage effect unless it took the melee spell attacks during the turn. You can make each
Disengage action. attack at any point during your turn against a creature within
At the start of each of your turns, if no hostile creatures are 5 feet of you, targeting one or multiple creatures. On a hit, a
within 5 feet of the beast, it moves up to 40 feet toward the target takes 4d10 Slashing damage and is knocked prone if it
closest hostile creature it can see. The beast has blindsight is your size or smaller.
out to 120 feet and is blind beyond this range. Using A Higher-Level Spell Slot. The damage of each
At Higher Levels. When casting this spell using a 5th-level attack is increases by 1d10 for every slot level above 7.
spell slot or higher, the beast's damage increases by 1d4 for
each slot level above 4th.

12
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lore of Death Purple Sun
9th-level transmutation
Crippling Pain Casting Time: 1 action
3rd-level necromancy Range: 120 feet
Casting Time: 1 action Components: V, S, M (A pinch of lime, water, and earth)
Range: 90 feet Duration: Concentration, up to 1 minute
Components: V, S, M (A broken bone) Classes: Sorcerer, Warlock, Wizard
Duration: 1 round You conjure a grim sphere of purple light at a point you
Classes: Cleric Warlock, Wizard designate within range. The sphere has a maximum radius of
You cause a creature within you can see within range to be 60 feet and illuminates its area with dim light.
wracked with pain. The target must make a Constitution Any creature that either enters the sphere's area for the
saving throw. first time on its turn or begins its turn inside the sphere must
On a failed save, every time the creature takes a move, an make a Constitution saving throw. On a failed save, the
action, a bonus action, or a reaction, before the start of your creature is petrified for the duration. At the end of each of its
next turn, it takes 4d8 Necrotic damage. turns, the target can make another Constitution saving throw.
On a successful save, it takes 2d8 Necrotic damage instead. On a success, the spell ends on the target. However, if a
Using a Higher-Level Spell Slot. You can target one creature accumulates three failed saves against this spell
additional creature for each spell slot level above 3rd. (including the initial failed save), it remains petrified
indefinitely until the condition is cured by other means.
Horrifying Laughter If a petrified creature is physically damaged or broken
6th-level enchantment during this state, it will manifest the same damage upon
being reverted to its original form.
Casting Time: 1 action
Range: 30 feet Lore of Fire
Components: V, S, M (a tiny tart and a feather waved in the
air) Burning Bolts
Duration: Concentration, up to 1 minute 6th-level evocation
Classes: Bard, Wizard Casting Time: 1 action
You unleash a fit of deranged, magical laughter upon a Range: 60 ft
creature you can see within range. The target must succeed Components: V, S, M (A burnt stick)
on a Wisdom saving throw or suffer the following effects: Duration: Instant
Classes: Sorcerer, Wizard
Take 3d10 Force damage.
Fall prone. Choose up to three directions. A line of flames 120 feet
Become Incapacitated and unable to stand for the long and 5 feet wide emanates from you in each direction you
duration. choose. Each creature in a line must make a Dexterity saving
throw. A creature takes 8d8 fire damage on a failed save, or
On a successful save, the target takes half damage, and the half as much damage on a successful one. A creature in the
spell ends immediately. area of more than one line is affected only once.
While the target remains under the spell's effect, any other At Higher Levels. When you cast this spell using a spell
creature that starts its turn within 30 feet of the laughing slot of 7th level or higher, you can create one additional line
target and can hear it must succeed on a Wisdom saving of flames for each slot level above 6th.
throw or become Frightened of the laughing creature until
the start of its next turn. You can choose any number of Meteor Swarm (Revised)
creatures you can see to be immune to this effect. 9th-level Evocation (Sorcerer, Wizard)
At the start of each of your turns, the target repeats the Casting Time: 1 action
Wisdom saving throw. On a failure, it takes 3d10 Force Range: 1 mile
damage again. On a success, the spell ends. Components: V, S
If the target is reduced to 0 hit points by this spell’s Duration: Instantaneous
damage, it stabilizes but continues laughing, and can no You call down four blazing meteors at separate points you
longer attempt saving throws to end the spell. If the spell can see within range. Each meteor explodes in a 40-foot-
ends while the target has 0 hit points, it dies. radius sphere centered on its impact point. The spheres
Using a Higher-Level Spell Slot The initial and recurring spread around corners.
Force damage increases by 1d10 for each slot level above Each creature in an affected area must make a Dexterity
6th. saving throw. On a failed save, a creature takes 12d6 Fire
damage and 12d6 Bludgeoning damage. On a successful
save, the creature takes half as much damage. A creature
caught in multiple areas of effect is only affected once.
The spell damages objects in the area and ignites
flammable objects that aren’t being worn or carried.

13
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lore of Heavens Lightning. You call down 6 bolts of lightning from the cloud
to strike 6 creatures or objects of your choice within its
Lighting Strike affected area. Any given creature or object can't be struck by
2nd-level evocation more than one bolt. A struck creature must make a Dexterity
saving throw. The creature takes 10d8 Lightning damage on
Casting Time: 1 action a failed save, or half as much damage on a successful one.
Range: 120 feet Objects automatically take 10d8 Lightning damage.
Components: V, S, M (A bit of fur and a rod of amber, crystal, Rain. Acidic rain falls from the cloud. Each creature and
or glass) object within its affected area takes 3d4 Acid damage.
Duration: Instantaneous Thunder. The cloud emits deafening blasts of thunder.
Classes: Druid Each creature within the affected area must make a
You summon a bolt of lightning to strike a point you can see Constitution saving throw. On a failed save, a creature
within range. Each creature within 5 feet of that point must becomes Deafened for 1 minute and is Stunned until the end
make a Dexterity saving throw, taking 3d10 lightning damage of your next turn.
on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell Wrath of the Four Winds
slot of 3rd level or higher, you can summon an additional 8th-level Evocation (Druid, Sorcerer, Wizard)
lightning bolt for each slot level above 2nd. These bolts can Casting Time: 1 Action
target the same or different points. If a creature is in the area Range: 120 feet
of more than one lightning bolt, it is affected only once. Components: V, S, M (A small leaf)
Duration: Instantaneous
Storm of Vengeance (Revised)
9th-level Conjuration (Druid) You summon the might of the four winds to buffet your
enemies. Choose up to four creatures within range. Each
Casting Time: 1 action creature must make a Strength saving throw.
Range: Sight On a failed save, the creature is pushed up to 60 feet in a
Components: V, S direction of your choice (you may choose a different direction
Duration: Concentration, up to 1 hour for each creature). If it is pushed into a solid surface or into
A churning storm cloud forms, centered on a point you can another creature that also failed its saving throw, the pushed
see and spreading to a radius of 360 feet. Lightning flashes in creature takes 6d8 Bludgeoning damage, is knocked Prone,
the area, thunder booms, and strong winds roar. The cloud and is Dazed* until the end of your next turn.
and an area stretching up to 5,000 feet beneath are affected If a pushed creature would collide with another creature
in the following ways: that did not fail its saving throw, that second creature must
make a Dexterity saving throw. On a failed save, both it and
When the creature enters the area for the first time on a the pushed creature take 6d8 Bludgeoning damage, are
turn or starts its turn there, it must make a Strength knocked Prone, and become Dazed* until the end of your
saving throw. On a failed save, it spend 4 feet of movement next turn. On a successful save, both take half damage and
for every 1 foot it moves within the area until the start of suffer no other effects.
its next turn. You choose for creature to ignore this effects On a successful Strength save, a creature is pushed up to
This area is Heavily Obscured to creatures other than you. 15 feet in a direction of your choice and suffers no further
effects.
Ranged weapon attacks in this area are impossible unless Using a Higher-Level Spell Slot. The damage increases
you allow them. by 2d8 for every slot level above 8.
*New condition described at end of document
If a creature starts its turn in the spell's area and is
concentrating on a spell, the creature must make a Lore of High Magic
successful Constitution saving throw against your spell
save DC or lose concentration. Disruptive Pulse
Gusts of strong wind (ranging from 20 to 50 miles per Evocation Cantrip (Sorcerer, Warlock, Wizard)
hour) automatically disperse fog, mists, and similar Casting Time: 1 action
phenomena in the area, whether mundane or magical. Range: 60 feet
Components: V, S
Additionally, At the start of each of your turns, you may Duration: Instantaneous
choose one effcets from this options listed below to have You unleash a wave of nullifying energy toward a creature
happen that you have not already picked. within range. Make a ranged spell attack against the target.
Hail. Hailstones rain down from the cloud. Each creature On a hit, the target takes 1d8 Thunder damage.
within its affected area must make a Dexterity saving throw. If the target is concentrating on a spell and must make a
The creature takes 4d6 Bludgeoning damage on a failed save, Constitution saving throw to maintain concentration as a
or half as much damage on a successful one. Objects in this result of this damage, you can choose to set the saving throw
area not being worn or carried automatically take 4d6 DC equal to your spell save DC instead of the normal DC.
Bludgeoning damage. Cantrip Upgrade. The damage increases by 1d8 when you
reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

14
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Flames of the Phoenix Rays of Magic
7th-level Conjuration (Sorcerer, Wizard) 6th-level Evocation (Sorcerer, Wizard)
Casting Time: 1 Cction Casting Time: Action
Range: 60 feet Range: 120 feet
Components: V, S, M (an egg shell) Components: V, S, M (prism glass)
Duration: Concentration, up to 1 minute Duration: 1 round
You conjure a fiery phoenix that blazes across the You conjure three random rays of magic and hurl them at
battlefield. A phoenix made of flame appears in an targets within range. Roll three times on the table below to
unoccupied space of your choice within range and determine the types of rays created. You can direct all the
immediately moves up to 60 feet in a straight line, stopping rays at one target or distribute them among multiple targets.
early if it encounters an impassable barrier. The phoenix can Each ray requires a separate spell attack roll.
pass through openings large enough for a Tiny creature.
At the end of its movement, the phoenix erupts in an d8 Magic Effect
explosion of magical fire. All creatures in its path, as well as On a hit, the target takes 3d10 Fire damage
those within a 15-foot radius of the point where it explodes, 1 Fire
and starts Burning*, taking 2d8 Fire damage
must make a Dexterity saving throw. A creature takes 7d8 at the end of each of its turns until the
Fire damage on a failed save, or half as much on a successful condition ends.
one. On a hit, the target takes 3d10 Piercing
After the explosion, the phoenix leaves behind a hovering damage. You or another willing creature
ember at the point where it detonated. The ember remains within 60 feet of you can use its reaction to
for the duration of the spell. 2 Beasts
move up to half its speed toward or away
Reviving the Phoenix. As an action on your turn, you can from the target, without provoking
command the ember to reconstitute into the phoenix. When opportunity attacks.
you do, the phoenix reforms in the ember’s space, moves up
to 60 feet in a straight line, and explodes again, repeating the On a hit, the target takes 3d10 Bludgeoning
effects above. The ember then returns to its new detonation 3 Metal damage, and its speed is halved as its limbs
point. become heavy until the end of your next turn.
Using A Higher-Level Spell Slot. The Fire damage On a hit, the target takes 3d10 Radiant
increases by 2d8 for each slot level above 7th. damage, sheds bright light in a 5-foot radius,
4 Light can’t benefit from being Invisible, and attack
Power Word: Stun (Revised) rolls against it have advantage until the end of
8th-level Enchantment your next turn.
Casting Time: 1 action On a hit, the target takes 3d10 Slashing
Range: 60 feet 5 Life
damage and is either pushed or pulled 20 feet
Components: V in a straight line (your choice, toward or away
Duration: Instantaneous from you).
Classes: Bard, Sorcerer, Warlock, Wizard On a hit, the target takes 3d10 Lightning
You speak a word of power that overwhelms the mind of one 6 Heavens
damage. You can choose a second creature
creature you can see within range. The target must make a within 10 feet of the target to take the same
Constitution saving throw. If the target has 150 hit points or damage.
fewer, it automatically fails. On a hit, the target takes 3d10 Cold damage
On a failed save, the creature is Stunned. and deals only half damage with weapon
On a successful save, the creature is Dazed*. 7 Shadows attacks until the start of your next turn. A
creature immune to Cold damage is
A creature Stunned or Dazed by this spell can repeat the unaffected by this secondary effect.
Constitution saving throw at the end of each of its turns, On a hit, the target takes 3d10 Necrotic
ending the effect on a success. damage, and you gain temporary hit points
*New condition described at end of document 8 Death
equal to the damage dealt. These temporary
hit points last for 1 hour.

Using A Higher-Level Spell Slot. You create one


additional ray for slot level above 6.
*New condition described at end of document

15
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Soul Quench Being Restrained By The Limbs. A creature restrained by
3rd-level Necromancy (Cleric, Warlock) this spell cannot use teleportation or interplanar travel. If
damage from the spell reduces a target to 0 hit points while it
Casting Time: 1 action is in the difficult terrain, the creature is pulled underground,
Range: 120 feet and its body is destroyed along with everything it is wearing
Components: V and carrying, leaving no trace except for magic items, which
Duration: Instantaneous come to the surface after the spell ends.
You attempt to rip the soul from a creature you can see Any creature, including the restrained one, can use its
within range. The creature must succeed on a Charisma action to free the restrained creature by succeeding on a
saving throw or become Incapacitated until the start of your Strength check against your spell save DC.
next turn. While Incapacitated, it has a speed of 0. On a
successful save, the target has Disadvantage on the next Regrowth
attack roll it makes until the start of your next turn. If a 6th-level necromancy
creature with 30 or fewer hit points fails the saving throw, it Casting Time: 1 bonus action
dies. Range: 60 ft
Using A Higher-Level Spell Slot. A creature with 40 or Components: V S M (a diamond
fewer hit points will die; at 5th level, 50 hit points; at 6th, 60; worth at least 1,000 gp)
at 7th, 70; at 8th, 80; at 9th, 90. Duration: Instantaneous
Classes: Druid, Cleric
Lore of Life As you call out words of restoration, up to six
Gift of Life creatures of your choice that you can see within range
2nd-level evocation regain hit points equal to 3d6 + your spellcasting ability
modifier.
Casting Time: 1 action If you target a creature that has died within the last minute,
Range: 90 ft that creature returns to life with 3d6 + your spellcasting
Components: V, S ability modifier hit points. This spell can’t return to life a
Duration: Instantaneous creature that has died of old age, nor can it restore any
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger missing body parts.
A creature you see with in range regains a number of hit Any creature targeted by the spell can immediately stand
points equal to 4d6 + your spellcasting ability modifier. up without using any movement.
At Higher Levels. When you cast this spell using a spell If you return one or more creatures to life with this spell,
slot of 3rd level or higher, the healing increases by 2d6 for the diamond used to cast the spell is consumed.
each slot level above 2nd. At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the healing increases by 1d6 for
Dwellers Below each slot level above 6th.
9th-level evocation
Casting Time: 1 action Storm of Renewal
Range: 100 ft 8th-level Conjuration (Druid)
Components: V, S, M Casting Time: 1 Action
Duration: Concentration, up to 1 minute Range: 120 feet
Classes: Druid Components: V, S
Grasping limbs made of vines and branches sprout from Duration: Concentration, up to 1 minute
the ground in a 30-foot square that is at least 10 feet deep, You summon a healing storm that takes the form of a
centered on a point within range. For the duration, these raincloud in a 30-foot-radius, 10-foot-tall cylinder, centered on
plants turn the ground in the area into difficult terrain. You a point you can see within range directly above you. The
can designate any number of creatures you can see to be cloud persists for the duration, releasing restorative rain that
unaffected by the spell. extinguishes exposed flames and washes away acid or slime
Grabbing Creatures With The Limbs. When the limbs covering the area.
first appear, each creature of your choice that you can see When you cast the spell, and again at the start of each of
within 60 feet of the spell's origin point must make a your turns for the duration, you can choose up to three
Dexterity or Strength saving throw (its choice) or take 10d6 creatures within the cylinder. Each selected creature regains
bludgeoning damage and be pulled 30 feet toward the center 4d8 hit points, and you can end one disease or one condition
of the area and become restrained. affecting it. The condition can be Blinded, Deafened,
Subsequently, any creature that ends its turn in the spell's Paralyzed, or Poisoned.
area or ends its turn restrained by the spell must also make
this saving throw.

16
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lore of Light Lore of Metal
Dazzling Light Final Transmutation
3rd-level evocation 9th-level Transmutation
Casting Time: 1 action Casting Time: 1 Action
Range: 120 fee Range: 60 ft
Components: V, S Components: V, S, M (A bar of lead)
Duration: Instantaneous Duration: 1 minute
Classes: Cleric, Bard Classes: Sorcerer, Warlock, Wizard
You unleash a burst of radiant light at a point you choose You speak a word of power that transforms a creature you
within range. Each creature in a 15-foot-radius sphere can see within range. The target must make a Constitution
centered on that point must succeed on a Constitution saving saving throw. If the target has 150 hit points or fewer, it
throw or take 2d10 Radiant damage and become Blinded
until the end of your next turn. A creature that succeeds on automatically fails. On a failed save, it is Petrified, turning to
its saving throw takes half as much damage and isn’t Blinded. gold until the spell ends. On a successful save, the creature is
Using a Higher-Level Spell Slot. The damage increases Restrained until the end of your next turn.
by 1d10 for each slot level above 3rd. Ending The Effect. A Petrified target can make a
Constitution saving throw at the start of each of your turns,
Divine Judgment ending the effect on a success. However, if a creature
9th-level Divination (Cleric) accumulates three failed saves against this spell, it remains
Petrified indefinitely until the condition is cured by other
Casting Time: 1 Action means.
Range: 120 feet Effect On Other Creatures. Any other creature that starts
Components: V its turn within 60 feet of the petrified creature during the
Duration: Instantaneous spell's duration must succeed on a Wisdom saving throw or
You call down divine judgment upon those around you. become Obsessed* with the Petrified creature until the start
Choose any number of creatures you can see within range. of its next turn. You can choose any number of creatures you
You gain insight into each creature's thoughts (if it has any), can see to be immune to this effect.
emotional state, and something that looms large in its mind— Damaging A Petrified Creature. If a Petrified creature is
such as a fear, love, or hatred. You then choose for each physically damaged or broken during this state, it will
creature to be subjected to one of the following effects: manifest the same damage upon being reverted to its original
Guilty. The creature must make a Charisma saving throw form.
(which it can choose to fail). On a failed save, the creature *New condition described at end of document
takes 8d6 Radiant damage, falls Prone, and is Stunned until
the start of your next turn. If this damage reduces the Plague of Rust
creature to 0 hit points, it is disintegrated. A disintegrated 3rd-level transmutation
creature and everything it is wearing or carrying, except
magic items, is reduced to a pile of fine salt. Casting Time: 1 action
If the creature is a celestial, elemental, fey, or fiend, it is Range: 60 ft
instead banished to its plane of origin (if it is not already Components: V, S, M (a piece of gold thread)
there) and cannot return to your current plane for 24 hours Duration: Concentration, up to 1 minute
by any means short of a Wish spell. Classes: Artificer, Druid
On a successful save, the creature takes half as much You choose a creature with metal parts or a Medium or
damage and suffers no other effects. Small manufactured metal object weighing 80 pounds or
Innocent. The creature regains 8d6 hit points. In addition, less, such as a metal weapon, a suit of heavy or medium
it is cured of all diseases and any conditions causing it to be metal armor, or a metal door lock. A creature targeted by the
Blinded, Deafened, or Poisoned. spell can make a Constitution saving throw, ignoring the
effects of the spell on a success.
An affected creature or object receives a -5 penalty to its
AC, and any affected armor provides a -5 penalty to the AC it
offers. Additionally, any weapon attacks made by an affected
creature or using an affected object deal only half damage.
If you concentrate on this spell for the full duration, any
nonmagical objects affected by the spell are destroyed,
corroding into a pile of rust. A creature under the effects of
the spell takes 3d6 necrotic damage at the end of each of its
turns and makes a Constitution saving throw. The spell ends
on the creature on a successful save.

17
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At Higher Levels. When you cast this spell using a spell slot Lore of Shadow
of 4th level or higher, you can target one additional creature
or object for each slot level above 3rd. The targets must be Withering Resolve
within 30 feet of each other when you target them. 3rd-level enchantment
Rebounding Blades Casting Time: 1 action
8th-level Conjuration (Bard, Cleric, Sorcerer, Wizard) Range: 120 ft
Casting Time: 1 Action Components: V, S
Range: 100 feet Duration: Concentration, up to 1 minute
Components: V, S, M (A small magnet) Classes: Bard
Duration: 1 round Choose a creature within range that can hear you. The target
You conjure three spinning blades of returning and launch must succeed on a Wisdom saving throw, or its mind
them outwards. Each blade appears in an unoccupied 5-foot becomes filled with crippling doubt and inner turmoil. On a
cube adjacent to you and immediately flies up to 100 feet in a failed save, for the duration of the spell, the target has
straight line in a direction of your choice. The blades hover at disadvantage on all checks and saving throws not triggered
their destinations until the start of your next turn, at which by this spell, and attack rolls against it have advantage. At the
point they move back toward you in straight lines. A blade end of each of its turns, the target can make another Wisdom
disappears when it reaches you or after it has traveled a total saving throw, ending the effects on a success.
of 100 feet. At Higher Levels. When you cast this spell using a spell
The first time a blade enters a creature’s space (other than slot of 4th level or higher, you can target one additional
yours) during its initial flight or return, that creature must creature for each slot level above 3rd.
make a Dexterity saving throw. On a failed save, the creature Path of Shadows
takes 8d10 Slashing damage. On a successful save, it takes 7th-level Conjuration (Bard, Sorcerer, Warlock, Wizard)
half as much damage.
Using a Higher-Level Spell Slot. The damage increases Casting Time: 1 Action
by 2d10 for every slot level above 8. Range: 30 feet
Components: V
Weapon of Power Duration: Instantaneous
7th-level Conjuration (Bard, Cleric, Sorcerer, Wizard) You summon swirling shadows to whisk away up to six
Casting Time: 1 bonus action willing creatures of your choice that you can see within
Range: 60 feet range. Each creature is teleported to an unoccupied space
Components: V, S you can see within 60 feet of you, and must appear within 15
Duration: Concentration, up to 1 minute feet of at least one other teleported creature.
You conjure an animated weapon infused with magical Upon arriving, each creature becomes Invisible until the
power. Choose Bludgeoning, Piercing, or Slashing damage end of your next turn and may immediately take the Hide
when you cast the spell. The weapon appears in an action (no action required).
unoccupied space within range and lasts for the duration. Pit of Shadows
When the weapon appears, you may immediately make a 6th-level abjuration
melee spell attack against a creature within 5 feet of it. On a
hit, the target takes 4d10 damage of the chosen type and Casting Time: 1 action
suffers an additional effect based on the type selected: Range: 60 ft
Components: V, S, M (A black cloth)
Bludgeoning: You can move the target up to 10 feet to an Duration: Concentration, up to 1 minute
unoccupied space. Classes: Cleric, Sorcerer, Warlock, Wizard
Piercing: Treat any 1 or 2 rolled on the damage dice as a You conjure a portal to a shadowy plane, opening a 20-foot
3. square pit on an area of the ground you can see within range.
Creatures within this area must make a Dexterity saving
Slashing: The target’s speed is reduced by 15 feet until throw. On a failed save, a creature is banished to a realm of
the start of your next turn. darkness for the spell's duration. While in this realm, the
Until the spell ends, you can use a bonus action on each of creature is incapacitated.
your turns to move the weapon up to 20 feet to a space you At the end of each of its turns, the banished creature takes
can see and repeat the attack against the same or a different 3d8 psychic damage and must then make a Charisma saving
target within 5 feet. throw. On a success, the spell ends for that creature. When
Using a Higher-Level Spell Slot. The damage increases the spell ends for a creature, it reappears in its original space
by 1d10 for every slot level above 7. or the nearest unoccupied space if its original space is
occupied. If a creature dies while banished, its body remains
in the shadow realm; however, any magical items it was
wearing or carrying return to the original location.
At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, you can increase the pit's
dimensions by 10 feet for each slot level above 6th.

18
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Weird (Revised)
9th-level Illusion (Warlock, Wizard) New Condition: Burning
Casting Time: 1 action The creature has been set ablaze by something that
Range: 120 feet continues to damage it each round until it is
Components: V, S extinguished. The default source described here is
Duration: Concentration, up to 1 minute fire, but other sources could deal different types of
damage, such as acid.
You summon a sphere of pure nightmares that warps the
minds of those caught within. When you cast this spell, you Default Damage: A burning creature takes 1d4
can designate any number of creatures you can see to be fire damage at the end of each of its turns
unaffected by it. unless the source that inflicted the condition
A 20-foot-radius sphere of nightmares appears, centered states otherwise.
on a point of your choice within range. When a creature Ending the Condition: As an action, the burning
enters the sphere for the first time on a turn or starts its turn creature can extinguish the fire by dropping
there, it takes 5d10 Psychic damage and must make a prone and rolling on the ground. The fire also
Wisdom saving throw. goes out if it is doused, submerged, or
On a failed save, the creature drops whatever it is holding, suffocated. For example, another creature could
loses concentration, and becomes Frightened of the sphere use an action to put out the flames with their
for the duration. While Frightened in this way, it can’t take cloak or by pouring water on them.
reactions and must use the Dash action to move away from Multiple Sources of Burning: If a burning creature
the sphere by the safest available route on each of its turns, would gain this condition again from another
unless there is nowhere to move. At the end of each of its source, the new burning effect only replaces
the old if it deals more damage each round.
turns, the Frightened creature takes 5d10 Psychic damage Otherwise, it is ignored.
and can then repeat the Wisdom saving throw, ending the
effect on itself on a success.
A creature that succeeds on its initial saving throw is
immune to this spell for the rest of its duration.
On each of your subsequent turns, you can move the
sphere up to 30 feet to a point you can see. New Condition: Dazed
Lord Mazhalmundi Spell A dazed creature can’t take reactions and on its
turn, it must choose whether it gets a move, an
Eruption action, or a bonus action; it gets only one of the
8th-level evocation three.

Casting Time: 1 action


Range: 150 ft
Components: V, S
Duration: Instantaneous
Classes: Druid, Wizard, Sorcerer New Condition: Obsessed
You choose a point you can see on the ground within range. The creature becomes fixated on a creature or
The ground cracks and a burst of magma erupts in a 60-foot- object, which becomes a source of its obsession.
radius, 120-foot-high cylinder centered on that point. Each Being obsessed has the following effects on a
creature in the affected area must make a Dexterity saving creature:
throw. On a failed save, a creature takes 4d12 fire damage While the creature can see a source of its
and 4d12 bludgeoning damage. On a successful save, it takes obsession, it can't target any creature or object
half as much damage. with an attack, spell, or ability except for a
Additionally, the ground in the area becomes superheated source of its obsession.
for 1 minute. The area becomes difficult terrain, and any While the creature can see a source of its
creature that ends its turn in the area must make a obsession, it can't cast spells or use abilities
Constitution saving throw. On a failed save, the creature that target an area (such as the fireball spell)
takes 4d12 fire damage, or half as much on a successful save. unless a source of its obsession is in that area.
After the area cools down, it remains difficult terrain until The creature can't willingly move away from a
cleared. Each 5-foot-square portion of the area requires at source of its obsession.
least 1 minute to clear by hand.

19
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lizardmen Magic Items

T
he following are new lizardmen-themed magic Shield of Aeons
items you can add to your adventures. They Armor (Shield), Uncommon (Requires Attunement), 2,000gp
are both used by The Last Defender, and if A creature with a Strength of 20 or less is unable to use
players defeat him, you could give them the this shield.
opportunity to loot these items for themselves. While holding this shield, you have a +2 bonus to AC. This
Otherwise, they could be treasures the players bonus is in addition to the shield's normal bonus to AC.
uncover while exploring ancient Lizardmen
ruins and forgotten battlefields. Additionally, if a creature moves at least 10 feet straight
towards you immediately before it makes a melee attack
Hand of Gods against you, it has disadvantage on the attack. If that attack
Wonderous item, rare (requires attunement), 5,000gp misses, the creature takes 10 (3d6) Bludgeoning damage
This divine relic appears to be a golden gauntlet with an from the shield if it is within 5 feet of you.
extended arm piece. While wearing it, its user can create Spear of Dread Visions
blazing balls of sunlight in the gauntlet's palm, which can
then be blasted at enemies. Weapon (spear), rare (requires attunement), 4,000gp
To attune to this item, you must affix it to your arm, either This spear was said to have been wielded by the Old Ones
at the wrist, elbow, or shoulder. Upon doing so, the prosthetic themselves. Those struck by it are inflicted with visions of
magically transforms, replicating the appearance and doom that sap them of their will to carry on. The spear grants
function of the limb it's replacing. Once attached, it becomes a +1 bonus to attack and damage rolls made with it.
an integral part of your body. Returning Throw: If the spear is thrown, it immediately
Radiant Assault: Once per turn, when you would normally flies back to your hand after the attack.
make an unarmed strike, you can instead opt to make a Visionary Assault: Once during your turn, when you hit a
ranged spell attack with a range of 100ft. using this item. For creature with this weapon, you can inflict upon it a mystical
this attack, add your Wisdom modifier and proficiency bonus vision. At the end of each of the affected creature's turns, it
to the attack roll. On a hit, the target suffers 4d10 radiant takes 2 (1d4) psychic damage for each vision it has been
damage. inflicted with.
A creature can have multiple visions simultaneously, and if
Maul of Unending Battle it is suffering from three or more visions, it is blinded and has
Weapon (Maul), Uncommon (Requires Attunement), 6,000 gp disadvantage on Intelligence, Charisma, and Wisdom saving
At the start of each day, roll on the Battle Maneuvers Table throws and checks until the visions are removed.
below to pick a maneuver from the Battle Master fighter Visions can be removed by the remove curse spell or any
archetype. While you are holding the Maul of the Old Ones, effect that can remove the blinded condition. A creature with
you know one of the maneuvers chosen this way. visions or another creature within 5 feet can make a DC 15
If a maneuver you use requires a target to make a saving Wisdom (Insight) check as an action, ending all visions on a
throw to resist its effects, the DC equals 8 + your proficiency success.
bonus + your Strength modifier. A creature with Truesight cannot gain these
The maul has three superiority dice, which are d12s. You visions, and all visions are removed if a creature
can expend these dice to fuel your maneuvers while holding gains Truesight.
the weapon. The maul regains all expended superiority dice
after 1 minute.
Battle Maneuvers Table
d8 Battle Maneuver
1 Brace
2 Distracting Strike
3 Goading Attack
4 Grappling Strike
5 Menacing Attack
6 Pushing Attack
7 Sweeping Attack
8 Trip Attack

Lizardmen Magic Items Art Credit


Spear of Heliod - Yeong-Hao Han, Wizards of the Coast

20
Siege Weapons

T
hese weapons have been engineered for large-
scale warfare against enemy armies and Siege Weapon Attributes
settlements. What sets them apart from other In addition to the common attributes of size, weight, AC, HP,
weapons is their size and the number of and damage immunity, these weapons have the following
creatures required to operate them effectively
(generally more than two). These weapons additional attributes and considerations:
range from highly sophisticated cannons and
rocket launchers to crude catapults and giant slingshots. Hit Points
Regardless of their form, they are all large enough that A weapon has hit points that can be restored through repairs.
moving them is a slow process and labor-intensive enough to When its hit points reach 0, the weapon becomes inoperative
use that they require a team of creatures to operate them and irreparably damaged.
effectively. Many weapons have a damage threshold. Any source of
damage less than this threshold only inflicts superficial
Repairing Weapons damage and doesn't lower the weapon's hit points.
If a weapon has taken damage but still has at least 1 hit point, Weapon DC
a creature can spend 1 hour or more attempting to repair the
damage. The creature must have the necessary tools and The weapon's DC is used whenever a creature makes a check
parts for the repairs. After 1 hour of repair work, the creature to fix mishaps, when a creature is repairing the weapon, or
makes an Intelligence check, adding its proficiency bonus to the weapon forces a creature to make a saving throw.
the check if it is proficient with the required tools. If the
check succeeds, the weapon regains 2d4 + the creature's Challenge Rating
Intelligence modifier + the creature's proficiency bonus hit When players face enemies equipped with fully functioning
points. If the check fails, the weapon does not regain any hit siege weapons, the encounter's challenge rating (CR) should
points, but the repair can be attempted again using the same be calculated as if the weapon is an additional creature with
tools and replacement parts. its own CR.

21
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ammo / Fuel Load
This function is used to reload the weapon's ammunition up
Weapons may require ammunition, such as bullets, or fuel, to its full capacity. It requires the creature loading it to have
such as flammable chemicals, to make attacks. This part of immediate access to the weapon's ammunition. If a creature
the stat block includes the cost of the ammo and the number doing the loading is hit by an opportunity it provoked by
of charges it has, which represents the number of times the doing this, it drops the ammo and wastes its action.
weapon can be used before it needs to be reloaded.
Fire
Functions This function is used to aim and fire the weapon at a target
By default, siege weapons have three different functions, chosen by the creature performing the function.
which can each be activated as an action by its operators:
Prep, Load, and Fire. Each function can only be performed Passive Traits
once per round unless it states otherwise. Creatures within This section describes any traits of the weapon has that don't
reach of a creature performing one of these functions can require actions to utilize.
make opportunity attacks against them.
Prep Mishaps table
Siege weapons need to be prepped in different ways between Some weapons can suffer a malfunction when certain
being fired. This preparation could be cranking a ballista or functions are used. When such an event occurs, it will suffer a
cleaning the barrel of a cannon. Many siege weapons have mishap and need to roll on its Mishap Table to determine
multiple Prep functions that must be performed before they what adverse effect it suffers.
can be used again. In these cases, the different Prep actions A creature can attempt to resolve a mishap by using its
can be done by different creatures within the same round. action to make an ability check based on the nature of the
Unless stated otherwise, all the Prep functions must be mishap. The creature making the check can be any member
completed before the weapon can be loaded. of the weapons team or anyone else within reach of the
weapon. If the creature is proficient with the tools required
Siege Weapons: Art Credit for repairs and has them at hand, it adds its proficiency bonus
Unleash Shell - Campbell White, Wizards of the Coast to the check. A successful check ends the mishap. Mishaps
Goblin Artillery - Alex Horley-Orlandelli, Wizards of the that do not have a Repair Check Type cannot be repaired.
Coast

22
Howdahs

W
ar howdahs are small armored structured Entering & Exiting Howdahs. While there is space in the
mounted to the backs of large war beasts that howdah, a creature can spend all its movement to enter or
can hold multiple creatures. leave the howdah or only half its movement if it has a
The following rules can help you codify how climbing speed. While the steed is not incapacitated, it can
to use different types of howdahs in your make an opposed Strength (Athletics) check against a
games. They can be applied to howdahs of creature attempting to enter the howdah. If the steed
different shapes and sizes and used as tools succeeds, the creature can't enter the howdah. Any
for designing your own howdahs. movement it used to try to enter the howdah is wasted,
and it can't try to enter again until the start of its next turn.
Howdah Rules Each passenger already inside the howdah may use its
reaction to make an opportunity attack against the
Howdahs are generally structures that provide cover to creature entering or exiting the howdah.
multiple creatures mounted on a larger war beast of some
kind. The creatures within the howdah are referred to as Howdah Saving Throws
riders, and the creature the howdah is mounted upon is While objects normally automatically fail all Strength,
referred to as its steed. If one of the riders is controlling the Dexterity, and Constituion saving throws, howdahs are active
steed, that creature is the pilot. Howdah riders and steeds parts of combat, meaning it often doesn't make sense for
follow the mounted combat rules described in the Player's them to ignore effects that deal types of damage they are not
Handbook, but with the following differences: immune to. As such, you can use the following rules when
Movement & Initiative howdahs are subject to such saving throws.
Forced Movement. If an effect moves a howdah or its
steed, the howdah and its steed are moved together.
Controlled & Independant Steeds. The howdah's steed
can be a controlled or independent mount as described in
the player's handbook. If it is controlled, there must be a
pilot who is controlling it.

23
Strength & Dexterity Saves
Howdahs equipped on an unencumbered steed do not Howdah Attributes
automatically fail their Strength and Dexterity saving throws, Besides the size, weight, AC, HP, and damage immunity
as they can rely on their steed to make the save for them. If a attributes common to all objects, howdahs have the following
howdah is subjected to a Strength or Dexterity saving throw, additional attributes and considerations:
its steed must make the saving throw against the effect. If the
steed succeeds on the save, the howdah passes the save. Howdah DC
Constitution Saves Whenever the howdah requires a creature to make a check or
Howdahs can make their own Constitution saving throws saving throw, that creature uses this value for the DC.
against effects capable of damaging them and have their own
modifier they apply to these saves. The howdah may make Damage Threshold
these saves regardless of whether or not it is mounted on a Most howdahs possess bulk or armor that enables them to
steed. withstand minor hits. A howdah with a damage threshold is
immune to all damage unless the amount of damage it takes
Opportunity Attacks is equal to or greater than its damage threshold value. In
When the howdah steed provokes an opportunity attack, the such cases, the howdah takes the damage as usual. Damage
attacker can target the howdah itself. Passengers cannot that fails to meet or exceed the howdah's damage threshold is
provoke opportunity attacks from creatures outside the considered superficial and does not reduce the howdah's hit
howdah. points.
Spacing Within Howdah Steed Size
All creatures inside a howdah are considered to be within 5 This is the minimum size a creature must be to be the
feet of each other. howdah's steed. If a creature ever becomes too small to carry
the howdah, the howdah falls off the creature and is knocked
Prone Howdahs over as though its steed was knocked prone, described in the
Prone Howdahs section.
If the steed is knocked prone, the howdah takes bludgeoning
damage equal to a roll of three of the steed's largest hit dice. Creature Capacity
Teleporting Creature capacity determines the number of creatures that
can ride in the howdah comfortably. Additional creatures may
If the steed is teleported, the howdah and its riders can be able to fit by squeezing or clinging to the outside of the
choose to teleport with it. howdah at the DM's discretion.
Falling Howdahs Constitution Modifier
When a howdah's steed falls from a height of 10 feet or more, This is the modifier the howdah adds to any Constitution
it and all its riders take fall damage as usual, and the riders saves it makes.
fall prone.
Challenge Rating
Repairing Howdahs
When players face enemies that are equipped with a fully
If a howdah has taken damage but still has at least 1 hit functioning howdah, the challenge rating (CR) of the
point, a creature can spend 1 hour or more attempting encounter should be calculated as if the howdah is an
repairs, provided it has the necessary tools and parts. After 1 additional creature with its own CR.
hour of work, the creature makes an Intelligence check,
adding its proficiency bonus if proficient with the required Passive Traits
tools. On success, the howdah regains 2d4 + the creature's
Intelligence modifier + its proficiency bonus hit points. On This section describes any traits the howdah has that don't
failure, the howdah doesn't regain any hit points, but repairs require actions to utilize.
can be reattempted with the same tools and parts.
Siege Weapons
Howdah Destruction A howdah may have one or more built-in siege weapons.
When a howdah is destroyed, riders that were in it are These siege weapons are built into the howdah and share its
knocked prone and land in unoccupied spaces within 5 feet Hit Points, AC, and Damage Threshold and are destroyed
of its steed. when the howdah is destroyed. These siege weapons can only
be operated by riders in the howdah, and riders can't provoke
attacks of opportunity from creatures outside the howdah
while operating these weapons. The weapons can't be used if
the howdah is not attached to a steed or the steed is prone.

24
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lizardmen Howdahs
When lizardmen deploy their most titanic reptilian jungle
monsters in combat, they are sometimes equipped with
mighty war howdahs crewed by smaller lizardmen such as
skinks. These howahs are wooden structures that allow an Huge Howdah
entire lizardman crew to ride atop a mighty steed. The Huge howdah, 1000 lbs.
structure provides cover for the crew and can be equppied
with siege weapons and even an arcane Engine of the Gods Howdah DC 16
which provides the lizardmen with magical aid. Most Armor Class 16
lizardmen monsters are far too wild to allow such structures Hit Points 100 (Damage threshold 10)
on their back, so those that can be equipped this way are Damage Immunities Poison, Psychic
prized by the lizardmen. Steed size Gargantuan
Carriage Capacity 10 Medium creatures
Constitution Modifier +4
Challenge 2 (450 XP)
Large Howdah Howdah Protection. Creatures within the howdah
Large howdah, 600 lbs.
have three-quarters cover from attacks and effects
originating from outside the howdah as long as the
Howdah DC 15 howdah is attached to a steed that is not prone. To
Armor Class 15 make a melee attack against a target in the howdah
Hit Points 75 (Damage threshold 10) while outside of it, a creature must be within 5 feet
Damage Immunities Poison, Psychic of the steed, and if the attacking creature isn’t Huge
Steed Size Huge or larger, the attack must have a reach of at least 10
Creature Capacity 5 Medium creatures feet.
Constitution Modifier +3
Challenge 1 (200 XP)

Howdah Protection. Creatures within the howdah


have three-quarters cover from attacks and effects
originating from outside the howdah as long as the
howdah is attached to a steed that is not prone. To
make a melee attack against a target in the howdah
while outside of it, a creature must be within 5 feet
of the steed, and if the attacking creature isn’t Large
or larger, the attack must have a reach of at least 10
feet.

25
Lizardmen Howdah Upgrades Giant Blowpipe
The howdah is equipped with a giant blowpipe capable of
Large howdahs and huge howdahs can be given any of the firing a hail of poison-tipped darts.
following upgrades. Each upgrade increases the howdahs The howdah is equipped with the giant blowpipe siege
effective CR by 1 unless its states otherwise. weapon.
Sacred Howdah
The howdah is not only an instrument of war but a small
shrine complete with relics and offerings dedicated to the Old Giant Blowpipe
Ones to curry their favor.
The howdah counts as a magic object, and the three- Medium siege weapon
quarters cover granted by the howdah gives a +5 bonus to all
saving throws from effects outside the howdah, not just Weapon DC 15
Dexterity saves. If a creature in the howdah is subjected to an Armor Class 15
effect from outside that allows it to make a saving throw to Hit Points 60 (damage threshold: 5)
take only half damage, it takes no damage if it succeeds on
the saving throw, and half damage if it fails. Damage Immunities poison, psychic
Ammo Poison Dart Cluster (1 round, 100g)
Poison Ballista Challenge 1 (200 XP)
The howdah is equipped with a ballista whose bolts are
tipped with deadly jungle toxins. Functions
Functions
The howdah is equipped with the poison ballista siege
weapon. Load. The weapon is loaded with a Poison Dart
Cluster. This must be done before it is prepped.
Prep. The weapon is prepped to fire its next shot.
Poison Ballista This prep must be done while it is loaded.
Fire. The blowpipe fires a barrage of darts that rain
Medium siege weapon
down at a point of the user's choice within 120
feet. Each creature in a 5-foot radius centered on
Weapon DC 15 that point must make a DC 15 Dexterity saving
Armor Class 15 throw. On a failed save, a creature takes 12 (5d4)
Hit Points 60 (damage threshold: 5) piercing damage, is inflicted with Jungle Toxins, and
makes the saving throw at the end of its turn against
Damage Immunities poison, psychic the toxins with disadvantage. On a successful save,
Ammo Poison Bolt (1 round, 100g) a creature takes half damage, is still inflicted with
Challenge 1 (200 XP) Jungle Toxins, but does not have disadvantage on
the saving throw at the end of its turn against the
toxins.
Functions
Functions

Load. The weapon is loaded with a Poison Bolt. This


must be done before it is prepped.
Prep. The weapon is prepped to fire its next shot.
This prep must be done while it is loaded.
Jungle Toxins
Fire. The ballista fires a bolt that flies in a straight
line up to 480 feet in the direction of the user's At the end of the turn, each creature hit by one or
choice before falling to the ground. If the bolt would more weapons that inflict Jungle Toxins must
strike a target, that target must make a DC 15 succeed on a DC 13 Constitution saving throw or
Dexterity saving throw. The target has advantage on be poisoned for 1 hour. A creature that has been
the saving throw if the bolt has flown 120 feet or hit by two or more attacks from weapons with
more. On a failed save, the target takes 33 (6d10) Jungle Toxins this turn makes the saving throw
piercing damage and is inflicted with Jungle Toxins. with disadvantage. The target repeats the saving
If the target is reduced to 0 hit points or destroyed, throw at the end of each of its turns, ending the
the bolt keeps flying and deals 11 (2d10) less effect on a success or taking 5 (2d4) poison
damage if it hits another target. Otherwise, the damage on a failure.
bolt's flight ends at the target's location.

26
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Engine of the Gods Arcane Configuration
The howdah is equipped with a sacred relic of the Old Ones The engine siphons the winds of magic to aid in casting
capable of unleashing a variety of magical effects by those spells of specific energy.
familiar with its usage. When activating this ability, the rider chooses a damage
A howdah is equipped with an Engine of the Gods, which type and any number of creatures within 30 feet. The rider
causes the howdah to be treated as a magical object. The and all the chosen creatures then become empowered until
engine has 3 charges by default and can possess up to 3 of the start of the rider's next turn. The next time an empowered
the abilities listed below. Riders with the howdah who have creature casts a spell dealing the chosen damage type, it rolls
proficiency in Religion and a Wisdom and Intelligence of 14 three additional damage dice. The rider activating this ability
or higher can use their action to expend 1 charge to activate can also cast a spell with a casting time of 1 action as a bonus
one of the engine's abilities. The engine regains all expended action on the same turn.
charges daily at dawn.
The Engine of the Gods increases the CR of the Howdah Time Slows
by 4 rather than 1. The engine bends the flow of time.
Burning Alignment Each creature in a 15-foot-radius sphere centered on a
As the engine comes into alignment, magical power is point within 300 feet of the howdah must make a DC 17
unleashed to scour the enemy. Charisma saving throw or be affected by the slow spell until
A vertical column of divine fire, 10 feet in radius and 100 the howdah is destroyed. A creature can repeat the saving
feet high, descends at a point within 300 feet of the howdah throw at the end of each of its turns, ending the effect on a
of the user's choice. It then moves 30 feet horizontally in a success. If it fails the repeat saving throw by 5 or more (DC
straight line in the direction of the user's choice before 12), it is stunned until the effect ends.
dissipating. Each target the column passes through must Healing Light
make a DC 17 Dexterity saving throw. A creature takes 14 The engine releases a burst of light that heals battle-weary
(4d6) fire damage and 14 (4d6) radiant damage on a failed allies.
save and half as much damage on a successful save. When activating this ability, the rider chooses any number
Portent of Warding of creatures within 30 feet. Each chosen creature regains 18
Mysterious power pours from the engine, protecting nearby (4d8) hit points.
allies. Sacred Summon
When activating this ability, the rider chooses any number The engine calls to the heavens to summon a champion.
of creatures, and an aura of eldritch warding radiates from A sacred saurian appears in an unoccupied space within
the howdah in a 30-foot radius for one minute. Each chosen
creature gains resistance to damage from spells while within 60 feet of the howdah of the rider's choice and remains until
the aura. it or the howdah is reduced to 0 hit points or 10 minutes have
passed. The saurian shares the initiative count of the rider
Howdahs: Art Credit who used the ability, and it takes its turn immediately after.
Linebreaker Baloth - Brent Hollowell, Wizards of the The saurian is an ally to the rider and its companions.
Coast
Naya - Zoltan Boros & Gabor Szikszai, Wizards of the
Coast
Mastermind's Acquisition - Svetlin Velinov,
Wizards of the Coast

27
Lizardmen Forces

T
his section lists the different types of
lizardmen along with the primeval creatures
they often utilize in battle. The different
species of lizardmen include the crox, the
saurian, and the skinks. The various reptilian
monsters they utilize can be found living
alongside the lizardmen or wandering the
wilds of their jungle homeland.
Blessings of the Old Ones
Some lizardmen are born with enhanced abilities attributed
to their ancient gods. The same can even be true for the
reptilian creatures they use in battle. These creatures bear
colorations that signify their specialized abilities and the
unique ways they can serve their masters. You can apply one
of these blessings to any of the creature stat blocks described
in this document, so long as it has a bite attack and the
Primal Instinct trait. Doing so increases its CR by 1.
Note that some blessings may not make sense for some
creatures, such as applying the Blessing of the Beast God to
a dinosaur-like creature.
Blessing of the Beast God
These lizardmen are marked with elaborate crests containing
striking colors and possess an instinctive kinship with other
beasts who possess the same primal instincts.
If the creature has a controlled mount with the Primal
Instinct ability, it can have the mount take the Attack action
once on each of the creature’s turns.
Additionally, while the creature or the creature it is
mounted on is rampaging, attacks of the creature and the
mount deal an additional 9 (2d8) damage on hit.
Finally, if the creature is rampaging, it may choose not to
move on its turn if it is mounted, even if this would prevent it
from being able to attack.
The Rampaging Condition
Blessing of the Blood God The creature loses its free will as it enters a
These hyper-aggressive lizardmen are marked with blood-red mindless rampage. Rampages last for up to one
scales and infused with a ferocity that drives them to minute and have the following effect on a creature
slaughter in their god’s name. unless an ability states otherwise:
While the creature is rampaging, its has advantage on
attack rolls and deals additional 11 (2d10) damage on hit. On each of its turns, the creature must take the
Attack action against the nearest hostile
Blessing of the God of Fate creature it can see within range. After attacking,
These lizardmen are marked by the oldest of gods with pure it can't move for the rest of its turn.
white scales and are said to be destined for greatness as fate If no targets are within range, it must move
itself bends to their will. toward the nearest hostile creature it is aware
At the start of creature’s turns, it can choose to be under of by the safest route. If it comes within range
the effects of the foresight spell until the end of its next turn. during this movement, it immediately takes the
Attack action against it and then can’t move
Once the creature uses this feature, it can't use it again further.
until it finishes a long rest. If it is still not within range after moving, it
must take the Dash action to continue
Blessings of the Old Ones approaching the nearest hostile creature.
Art Credit The creature can't cast spells or maintain
concentration on spells or other effects.
Thrakkus the Butcher - Nestor Ossandon Leal, Wizards of Any charmed or frightened effects on the
the Coast creature are suspended.
Raging Regisaur - Bayard Wu, Wizards of the Coast

28
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Blessing of the Hunter God Blessing of the Stoic God
These lizardmen are marked with a brown spotted coloration These lizardmen are marked with yellow lines down their
to help them blend into the wilderness, and they possess body that signify their impassive nature and level-headedness
superior predatory instincts that allow them to stalk prey during combat.
through the thickest jungles. The creature adds +3 to its Wisdom, Charisma, and
The creature has advantage on Dexterity (Stealth) checks Intelligence saving throws and has resistance to psychic
made to hide using foliage and may do so even if it is only damage.
lightly obscured. Additionally, its Primal Instinct feature is only triggered by
Additionally, the creature has advantage on Wisdom it becoming charmed or frightened.
(Perception), Wisdom (Survival) checks and can make them Blessing of the Sun God
as a bonus action. These energetic lizardmen are marked with the orange of the
Finally, the creature can move through plants without setting sun across their scales, and their sun god's power
being slowed, taking damage, or being grappled or restrained drives them to chase down their prey at alarming speeds.
by them. The creature has advantage on initiative rolls, and its
Blessing of the Protector God speed is increased by 10 feet. If it would enter a rampage, it
These lizardmen are marked with bony nobs and thick scales may use its reaction to move up to its speed toward any
of a glittering silver color that deflect ranged attacks. enemy it can see without provoking attacks of opportunity
While the creature isn’t rampaging, when a creature 10 or before its rampage begins.
more feet away from it hits it with an attack or deals damage Blessing of the Wind God
to it with a spell, the damage is halved. These mystical lizardmen are marked with shimmering
Blessing of the River God purple scales and possess primal wards that can sweep away
These aquatic lizardmen are marked with sea-green hues, enemy magics.
gills, webbed claws, and crocodilian jaws they can use to drag The creature can cast counterspell once per day without
their foes to a watery grave. any components, using Wisdom as its spellcasting ability. Its
The creature has a swim speed of 40 ft. and can breathe Primal Instinct ability is triggered when it casts the spell this
underwater. If the creature already has a swim speed, it is way. (It can't cast the spell while rampaging.)
increased by 20 feet.
When the creature hits a creature with its bite attack, the
target is grappled (escape DC equal to 8 + the creature’s
Strength Modifier + Its Proficiency Bonus). Until this grapple
ends, the target is restrained, and the creature can't bite
another target.

29
Carnosaurs
In the dense jungles and vast plains where the Lizardmen
thrive, few creatures strike as much awe and terror as the
mighty Carnosaurs. These apex predators, with their They often enter feeding frenzies upon tasting it, making
fearsome presence and unmatched power, are both revered them all the more aggressive and insatiable when zeroing in
and feared, serving as powerful mounts for the most powerful on their bleeding prey.
lizardmen generals. Such is the might of the Carnosaurs that only the most
Carnosaurs are colossal reptilian beasts, standing several influential Lizardmen commanders dare mount them for
times taller than even the largest Lizardmen. Their muscular battle. Riding a Carnosaur is not about complete control but
bodies, covered in thick, rugged scales, bear powerful limbs rather channeling its natural ferocity. Lizardmen riders, with
and a tail that acts both as a counterbalance and a weapon. their limited influence over these beasts, direct them towards
Their maws are lined with razor-sharp teeth, capable of the most optimal targets, letting the Carnosaur's instincts do
tearing apart even the toughest of foes. Among the various the rest.
subspecies, some Carnosaurs sport varying amounts of It's a balance of guidance and unleashing raw power, a
feathers, adding a unique blend of ferocity and beauty to their testament to the Lizardmen's symbiotic relationship with
appearance. their environment. Conclusion: Carnosaurs embody the raw
A Carnosaur on the battlefield is a sight of raw, primal essence of nature — unpredictable, unstoppable, and awe-
power. These beasts are known for their bloody rampages, inspiring. For the Lizardmen, these creatures are not just
cutting through enemy lines with devastating ease. Their tools of war but symbols of primal might and their
jaws and talons deliver grievous wounds, which, more often civilization's enduring bond with the ancient forces of the
than not, result in the victim bleeding out over time. The world. In every thunderous step and every devastating charge,
scent of this spilled blood only intensifies the Carnosaur's Carnosaurs remind all of the primal force that the Lizardmen
bloodlust. command.

30
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Guldbloom's Terror
There is one carnosaur of particular infamy known as Unlike its kin, Guldbloom's Terror does not rely on sheer
Guldbloom's Terror. Named after the ill-fated explorer Jeffory force but utilizes stealth and cunning, and its eyes burn with
Guldbloom, this creature is more than just a testament to the an uncanny intelligence. The creature's hunting technique
land's primal dangers. It's a living nightmare that has become sets it apart. Abandoning the carnosaur's usual
the stuff of legends, told in hushed tones around campfires. straightforward assault, this beast specializes in ambush
Jeffory Guldbloom, a renowned explorer and naturalist, attacks. Its scaled hide allows it to blend seamlessly into the
arrived in the Lizardmen homeland with the noble intention dense jungle, setting up perfect ambush points for its prey.
of studying its diverse dinosaur fauna. However, during his What truly terrifies explorers and warriors alike is its
expedition, his team came across a carnosaur unlike any methodical approach. Once it marks a target, Guldbloom's
they'd seen – an apex predator with unparalleled intelligence Terror hunts with chilling precision, using its environment to
and power. Rather than being the observer, Guldbloom stalk, corner, and eventually strike with deadly efficiency.
quickly found himself and his team the observed. One by one, Guldbloom's final notes, found abandoned near a destroyed
members of his expedition vanished, leaving only signs of a campsite, spoke of the creature with a mix of fear and
fierce struggle. The group soon realized they were being admiration. He wrote of its almost human-like ability to think,
hunted by this very carnosaur, leading to its grim title, strategize, and execute plans. These notes serve as a grim
Guldbloom's Terror. reminder of the expedition's fate and a warning to all who
dare tread in Guldbloom's Terror's territory.

Carnosaur Taste of Blood. If the carnosaur starts its turn grappling


a creature with a carnosaur wound or hits a creature
Huge monstrosity, unaligned
with a carnosaur wound with its bite attack, it enters a
rampage that lasts 1 minute.
Armor Class 18 (natural armor)
Hit Points 230 (20d12 + 100) Bonus Action
Bonus Action
Speed 50 ft
Blood Tracking. The carnosaur learns the exact location
of each creature with a carnosaur wound within 300
STR DEX CON INT WIS CHA feet of it. It may then move up to 25 feet toward a
creature wounded this way without provoking attacks
26 (+8) 16 (+3) 20 (+5) 2 (-4) 16 (+3) 10 (0) of opportunity.

Saving Throws Int +1 Actions


Actions

Skills Perception +8 Multiattack. The carnosaur can use its Frightful


Senses Darkvision 60 ft., passive Perception 18 Presence. It then makes three attacks: one with its bite,
Challenge 13 (10,000 XP) Proficiency Bonus +5 one with its claws, and one with its tail. It can't make its
tail attack against the same target as its claw and bite
Bloody Rampage. While the carnosaur is rampaging, it attacks.
has advantage on attack rolls and deals an additional 11
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one
(2d10) damage on hit.
target. Hit: 34 (4d12 + 8) piercing damage, or 45
Cold Blooded. The carnosaur has advantage on saving (4d12 + 2d10 + 8) if the carnosaur is rampaging. If the
throws against being charmed or frightened. target is a creature, it sustains two carnosaur wounds
and is grappled (escape DC 18). Until this grapple ends,
Frightful Presence. Each creature of the carnosaur's the target is restrained, and the carnosaur can't bite
choice that is within 120 feet of the carnosaur and another target. At the end of each of the wounded
aware of it must succeed on a DC 16 Wisdom saving creature's turns, it takes 2 (1d4) necrotic damage per
throw or become frightened for 1 minute. A frightened carnosaur wound it has sustained. Carnosaur wounds
creature repeats the saving throw at the end of each of can be healed if the creature regains 10 or more hit
its turns, ending the effect on itself on a success. If a points or if a use of a healer's kit is expended on it.
creature’s saving throw is successful or the effect ends Alternatively, the wounded creature or another creature
for it, the creature is immune to the carnosaur's within 5 feet can make a DC 15 Wisdom (Medicine)
Frightful Presence for the next 24 hours. check as an action, ending all carnosaur wounds on a
Keen Smell. The carnosaur has advantage on Wisdom success.
(Perception) checks that rely on smell. Claws. Melee Weapon Attack: +13 to hit, reach 10 ft.,
Primal Instinct (Recharges after a Short or Long Rest). one target. Hit: 17 (2d8 + 8) slashing damage, or 28
When the carnosaur's hit points drop to 75 or fewer or (2d8 + 2d10 + 8) if the carnosaur is rampaging. If the
it becomes charmed or frightened, it enters a rampage target is a creature, it sustains a carnosaur wound as
that lasts for one minute. described in the Bite attack.
Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 21 (3d8 + 8) bludgeoning damage, or 32
(3d8 + 2d10 + 8) if the carnosaur is rampaging.

31
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Carnosaur, Guldbloom's Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 34 (4d12 + 8) piercing damage. If the target
Terror is a creature, it sustains two carnosaur wounds and is
grappled (escape DC 19).Until this grapple ends, the
Huge monstrosity, unaligned
target is restrained, and the carnosaur can't bite another
target. At the end of each of the wounded creature's
Armor Class 18 (natural armor) turns, it takes 2 (1d4) necrotic damage per carnosaur
Hit Points 345 (30d12 + 150) wound it has sustained. Carnosaur wounds can be
Speed 50 ft healed if the creature regains 10 or more hit points or
if a use of a healer's kit is expended on it. Alternatively,
the wounded creature or another creature within 5 feet
STR DEX CON INT WIS CHA can make a DC 15 Wisdom (Medicine) check as an
26 (+8) 16 (+3) 20 (+5) 6 (-2) 18 (+4) 12 (+1) action, ending all carnosaur wounds on a success.
Claws. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Saving Throws Int +2 one target. Hit: 17 (2d8 + 8) slashing damage. If the
Skills Perception +10, Stealth +15 target is a creature, it sustains a carnosaur wound as
Condition Immunities charmed, frightened described in the Bite attack.
Senses Darkvision 60 ft., passive Perception 20
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one
Challenge 19 (22,000 XP) Proficiency Bonus +6
target. Hit: 21 (3d8 + 8) bludgeoning damage.
Keen Smell. The carnosaur has advantage on Wisdom Legendary Actions
Legendary Actions
(Perception) checks that rely on smell.
The carnosaur can take 3 legendary actions, choosing
Feeding Frenzy. When the carnosaur hits a creature with from the options below. Only one legendary action
a weapon attack, it deals an extra 5 (1d10) damage per option can be used at a time and only at the end of
carnosaur wound that creature has. another creature's turn. The carnosaur regains spent
legendary actions at the start of its turn.
Jungle Stalker. The carnosaur has advantage on Dexterity
(Stealth) checks made to hide using foliage and may do Blood Tracking. The carnosaur uses its Blood Tracking
so even if it is only lightly obscured. Additionally, the bonus action.
carnosaur can move through plants without being
slowed, taking damage, or being grappled or restrained Check. The carnosaur makes a skill check that would
by them. normally require an action.
Frightful Presence. Each creature of the carnosaur's Claw. The carnosaur makes a claw attack.
choice that is within 120 feet of it and aware of it must Tenacious Will. If the carnosaur is suffering from an
succeed on a DC 18 Wisdom saving throw or become effect that allows it to make a saving throw as an action
frightened for 1 minute. A frightened creature repeats or at the beginning or end of its next turn, it may
the saving throw at the end of each of its turns, ending immediately make that save against the effect with
the effect on itself on a success. If a creature's saving advantage. It can use this legendary action while
throw is successful or the effect ends for it, the incapacitated.
creature is immune to the carnosaur's Frightful
Presence for the next 24 hours. Bloody Roar (Costs 2 Actions). The carnosaur lets loose a
reverberating roar. Each creature in a 120-foot cone
Wounded Fury. While the carnosaur has 115 hit points originating from the carnosaur in the direction it's
or fewer, it has advantage on attack rolls. facing that can hear it must succeed on a DC 18
Wisdom saving throw or lose concentration and be
Bonus Action
Bonus Action knocked prone. If a creature fails the save by 5 or more
Blood Tracking. The carnosaur learns the exact location (DC 13), it is also stunned. At the end of each of the
of each creature with a carnosaur wound within 300 stunned creature's turns, and each time it takes
feet of it. It may then move up to 25 feet toward a damage, it can make another Wisdom saving throw
creature wounded this way without provoking attacks against the effect. The target has advantage on the
of opportunity. saving throw if it's triggered by damage. On a success,
the effect ends.
Actions
Actions

Multiattack. The carnosaur can use its Frightful


Presence. It then makes two attacks: one with its bite,
and one with its tail. It can't make both attacks against
the same target.

32
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Carnosaur Adventure Hooks Carnosaur Tactics
d6 Plot Hook Carnosaurs are apex predators, unafraid of any other
Marshland Mutations: A strange substance is leaking
creature. At the slightest hint of movement, they charge,
into the wetlands, causing carnosaurs to mutate into using their claws to wound their target, followed by a
1 even more ferocious forms (which you can represent powerful biting attack that sends them into a rampage. They
using Gifts of the Old Ones). The party must trace the use their tail attack to hit a secondary threat, but always
source of this contamination and halt its spread. prioritize hitting their primary prey with claw and bite
attacks.
Escape From Texlacala: During a diplomatic mission to Despite their straightforward rampaging tendencies,
2
the Lizardmen, negotiations turn sour. The party must carnosaurs have some tactical options. Their Blood Tracking
escape the Lizardmen's capital while evading patrols of ability allows them to pursue the most wounded prey in the
carnosaur-mounted warriors. area, bypassing the limitations of their rampaging condition.
Reptilian Special Forces: A once tranquil rainforest has This is especially useful if the wounded target tries to flee.
become a training ground for a Lizardmen faction However, outside of this tactic, they still adhere to the
3
specializing in guerrilla warfare who are being led by a standard rampage rules.
powerful commander atop a carnosaur. The party must The carnosaur's innate lust for blood drives it to attack the
venture into this treacherous territory to put an end to most injured target with claw and bite attacks. If that creature
their raids. manages to heal its wounds, the carnosaur promptly shifts its
Carnosaur Pursuit: While the players are on a jungle attention to the next nearest prey.
expedition aboard an adventuring wagon, they find When lizardmen use carnosaurs as mounts, they shouldn't
themselves being pursued by one or more carnosaurs be treated as fully under the control of their rider unless that
4
who pose an overwhelming threat. They must race the rider possesses the 'Blessing of the Beast God' from the
wagon through the jungle as they attempt to escape lizardmen Blessings of the Old Ones list. A rider without this
their predatory pursuers. blessing is limited to guiding the carnosaur toward the most
prominent target on the battlefield to unleash its wounding
Trail of Terror: Villages on the edge of the jungle have attacks. However, once the carnosaur begins to rampage, the
reported mysterious disappearances. Tracks
5 resembling those of a carnosaur, but far more cunning
rider loses all control, and the creature behaves as if it were
and elusive, lead into the forest. The players are hired
wild.
to investigate. Guldbloom's Terror
Terror's Domain: A rare herb, vital for a life-saving elixir, Guldbloom's Terror exhibits unparalleled cunning compared
grows only in a particular clearing in the jungle. to other carnosaurs. With its ambush ability and the Jungle
6 However, this clearing is now the territory of Stalker trait, it patiently waits for the perfect moment to
Guldbloom’s Terror. The players must stealthily strike an unsuspecting target, often choosing the largest prey.
retrieve the herb without alerting the beast. Despite its sly nature, this creature is fearless and prioritizes
kills that offer the most sustenance. Guldbloom's Terror
employs the same tactics as a standard carnosaur but doesn't
risk entering into a rampage. It focuses on the most injured
target it can detect, tearing it apart with cold precision rather
than reckless rampaging.
This carnosaur also possesses legendary actions used in
specific situations:
Blood Tracking and Tenacious Will: These are employed
whenever something prevents the carnosaur from attacking a
severely wounded target.
Claw: The carnosaur uses this attack when it's adjacent to
the most injured prey or if it aims to start wounding a new
creature.
Bloody Roar: This ability is used when the carnosaur can
affect four or more targets with it or if it can impact at least
two targets that are either concentrating on spells or flying
beyond its reach. Possessing a natural instinct for magic
detection, if Guldbloom's Terror senses a spell of seventh
level or higher being concentrated upon, it will seek to
disrupt it this way.

33
Carnosaur Loot
The valuable items looted from carnosaur will generally
come from whatever can be harvested from them. This
harvesting can usually be done using a Wisdom (Survival) Example Carnosaur Loot Names
or Intelligence (Nature) check. However, you may allow You can give the different types of items unique names based
players proficient with specific tools to harvest items related on their material and value to help differentiate them from
to that tool. For example, a character might make a Wisdom one another. The following tables provide some example
(Leathworker’s Tools) check to harvest the hide of a names.
carnosaur. Alternatively, you can roll for the loot randomly
using a flat modifier. Example Carnosaur Item Names
Carnosaur Loot Tables 1d4 50gp Item 100gp Item 200gp Item
The following tables describe the number of items and value 1 Cracked Carnosaur Pristine
of those items the players are able to loot depending on the (Bone) Carnosaur Bone Bone Carnosaur Bone
result of their check or the results of your roll. If they're 2 Stringy Carnosaur Carnosaur Prime Carnosaur
making checks, you can have them make a separate check for (Flesh) Meat Meat Meat
each creature they're looting or use one check for multiple
creatures at once to save time. 3 Clotted Carnosaur Pristine
(Fluid) Carnosaur Blood Blood Carnosaur Blood
Carnosaur Loot Table
5 Tattered Carnosaur Pristine
Looting Check Result or 1d20 + 7 Loot (Hide) Carnosaur Hide Hide Carnosaur Hide
1-8 2d4(5) 50gp Item
9-11 2d6(7) 50gp Items
Example Guldbloom's Terror Item Names
1,000gp
12-18 2d4(5) 100gp Items 1d4 500gp Item Item 2,000gp Item
17-23 2d4(5) 200gp Items 1 Cracked Terror Pristine Terror
Terror Bone
24+ 2d6(7) 200gp Items (Bone) Bone Bone
2 Stringy Terror Prime Terror
Terror Flesh
Guldbloom's Terror Loot Table (Flesh) Flesh Flesh
Looting Check Result or 1d20 + 3 Clotted Terror Pristine Terror
7 Loot Terror Blood
(Fluid) Blood Blood
1-9 2d6(7) 500gp Item 5 Tattered Terror Pristine Terror
Terror Hide
10-12 2d6(7) 1,000gp Items (Hide) Hide Hide

3d6(10) 1,000gp
13-18
Items Carnosaurs Art Credit
19-23 2d6(7) 2,000gp Items Burning Sun's Avatar - Randy Vargas, Wizards of the
Coast
24+
3d6(10) 2,000gp Deathgorge Scavenger - Tyler Jacobson, Wizards of the
Items Coast
Carnage Tyrant - Yeong-Hao Han, Wizards of the Coast
34
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ceradons
Ceradons are imposing primeval beasts that roam the dense
jungles inhabited by the lizardmen. These massive creatures
have played a vital role in the history of the lizardmen,
serving as powerful weapons of war. Their sheer size and
strength make them formidable opponents on the battlefield,
and their natural aggression makes them a fearsome sight to The lizardmen have long utilized ceradons in warfare.
behold. Skink crews equip these massive creatures with war
Ceradons are massive quadrupeds, covered in thick, howdahs, turning them into mobile fortresses. These
leathery hide. They sport enormous bony plates along their howdahs often come equipped with giant blowpipes and
backs, which provide natural armor and are often adorned ballistae that fire poisoned-tipped bolts, allowing the skinks
with warpaint or other dedications to the lizardmen gods. to rain death upon their enemies from a relatively safe
Their most distinctive features are their large, downward- position. Occasionally, a howdah may be equipped with an
curving horns, capable of impaling and lifting even the largest engine of the gods, an ancient relic with arcane properties
foes. that skinks can channel to unleash devastating effects on the
Ceradons are omnivores and opportunistic feeders, battlefield.
feasting on vegetation and small prey alike. However, they are As ceradons age, they grow even larger and more powerful.
also territorial and highly aggressive. They seldom retreat, The ancient ceradons are the most revered among their kind,
often choosing to stand their ground and face foes head-on. their once fiery temper cooling with age. This makes them
Their primary mode of attack is charging, using their massive easier for skink crews to handle, and they are less prone to
bulk to trample enemies or impale them with their horns. rampaging uncontrollably. Ancient ceradons are often
Their armored crests can deflect incoming attacks, making equipped with the most elite and powerful howdahs, reserved
them challenging to land a counterattack against. for only the most critical battles.

35
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Thunderous One And should it enter a rampage, the Thunderous One's primal
roar is said to be powerful to shatter armies and scatter
This legendary ancient ceradon is said to be an avatar of the dozens of foes before it.
lizardmen storm god. It is a sacred beast, taller and more The howdahs mounted on the Thunderous One are the
formidable than even its other ancient kin, and its presence is most powerful and sacred among the lizardmen, often
said to be an omen of great battles to come. Its scales are the adorned with religious icons and potent relics. They carry
color of a stormy sky, and its eyes crackle with the energy of a elite skink crews, who wield powerful weapons blessed by
tempest. Unlike other ancient ceradons, the Thunderous the lizardmen priests. These skinks, though humbled by their
One's temper has not cooled with age; instead, it rages like a proximity to such a mighty beast, are the only ones with the
storm, manifesting in thunderous effects that send experience and knowledge to guide the Thunderous One in
shockwaves through enemy ranks. battle.
In battle, the Thunderous One's steps echo with the sound In the heat of war, the Thunderous One becomes a force of
of thunder, and its roars flash with claps of lightning. Those nature, bringing the wrath of the storm god upon the enemies
who incur its wrath not only face its primeval natural of the lizardmen. Its mere presence on the battlefield is a
weapons but the divine lightning of its god. Bolts of this testament to the power of the lizardmen's gods and a sign
lightning rain down on the Thunderous One's foes and that the storm god's will is manifesting through the actions of
electrify those it tramples underfoot. the lizardmen and their mighty ally, the Thunderous One.

Ceradon Actions
Actions
Huge monstrosity, unaligned Multiattack. The ceradon can make a Stomp attack
against any number of creatures within 5 feet of it and
Armor Class 17 (natural armor) then a Gore or Bite attack. It can forgo all of its Stomp
Hit Points 220 (21d12 + 84) attacks to use its Trample action.
Speed 30 ft.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 17 (3d6 + 7) piercing damage.
STR DEX CON INT WIS CHA Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one
24 (+7) 9 (-1) 18 (+4) 2 (-4) 12 (+1) 10 (0) target not in the ceradon's space. Hit: 20 (3d8 + 7)
piercing damage.
Saving Throws Dex +3, Int +0 Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Skills Perception +5 one target. Hit: 18 (2d10 + 7) bludgeoning damage. If
Senses passive Perception 15 the target is prone and in the same space as the
Challenge 11 (7,200 XP) Proficiency Bonus +4 ceradon, the stomp instead deals 29 (4d10 + 7)
bludgeoning damage.
Cold Blooded. The ceradon has advantage on saving Trample. The ceradon moves up to its speed in a
throws against being charmed or frightened. straight line. During this move, it can attempt to enter
Immutable Form. The ceradon is immune to any spell or Large or smaller creatures' spaces if it has moved at
effect that would alter its form. least 10 ft in a straight line beforehand. A creature
whose space the ceradon would enter must succeed on
Impale. If the ceradon moves at least 20 feet straight a DC 19 Dexterity or Strength saving throw (the
toward a target and then hits it with a Gore attack on target's choice). On a failed save, the creature falls
the same turn, the target takes an extra 13 (3d8) prone and takes 18 (2d10 + 7) bludgeoning damage,
piercing damage. If the target is a creature, the ceradon and the ceradon moves into its space.
impales the target on its horns, grappling it if it is a On a successful Dexterity save, the target takes no
Large or smaller creature (escape DC 19). Until the damage, is not knocked prone, and is pushed 5 feet to
grapple ends, the target is restrained, takes 20 (3d8 + the nearest space out of the ceradon's path. On a
7) piercing damage at the start of each of the ceradon's successful Strength save, the creature takes half
turns, and the ceradon can't use its Gore attack. damage, is not knocked prone, and the ceradon's
Primal Instinct (73 HP, Recharges after a Short or Long movement ends.
Rest). When the ceradon's hit points drop to 73 or If the ceradon remains in a prone creature's space, the
fewer or it becomes charmed or frightened, it enters a creature is also restrained until it's no longer in the
rampage that lasts for one minute. same space as the ceradon. While a creature is
restrained in this way, it, or another creature within 5
Territorial. The ceradon and any creature mounted on it feet of it, can make a DC 19 Strength check. On a
have advantage on saving throws and checks against success, the creature is pulled to an unoccupied space
effects that would knock them prone or move them of its choice within 5 feet of the ceradon and is no
against their will. If any of them fail such a saving throw longer restrained.
or check that they had advantage on, the ceradon
enters a Rampage that lasts for one minute. Reactions
Reactions

Armored Crest. When an attacker the ceradon can see


makes an attack roll against the ceradon or a creature
within 5 feet of it, the ceradon can impose
36 disadvantage on the attack roll.
Howdahs
You can equip a dread saurus with one of the howdahs
described in the Howdah section earlier in this
document. This can include any of the howdah
upgrades described in that section as well.

Ancient Ceradon Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target not in the ceradon's space. Hit: 20 (3d8 + 7)
Huge monstrosity, unaligned
piercing damage.

Armor Class 18 (natural armor) Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Hit Points 262 (21d12+126) target. Hit: 17 (3d6 + 7) piercing damage.
Speed 30 ft Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft.
Hit: 18 (2d10 + 7) bludgeoning damage. If the target is
prone and in the same space as the ceradon, the stomp
STR DEX CON INT WIS CHA instead deals 29 (4d10+7) bludgeoning damage.
24 (+7) 9 (-1) 22 (+5) 2 (-4) 16 (+3) 14 (+2) Trample. The ceradon moves up to its speed in a
straight line. During this move, it can attempt to enter
Saving Throws Dex + 4, Int +1, Wis +8 Large or smaller creatures' spaces if it has moved at
Skills Perception +8 least 10 ft in a straight line beforehand. A creature
Senses passive Perception 18 whose space the ceradon would enter must succeed on
Challenge 13 (10,000 XP) Proficiency Bonus +5 a DC 20 Dexterity or Strength saving throw (the
target's choice). On a failed save, the creature falls
Impale. If the ceradon moves at least 20 feet straight prone and takes 18 (2d10 + 7) bludgeoning damage,
toward a target and then hits it with a Gore attack on and the ceradon moves into the space.
the same turn, the target takes an extra 13 (3d8) On a successful Dexterity save, the target takes no
piercing damage. If the target is a creature, the ceradon damage, is not knocked prone, and is pushed 5 feet to
impales the target on its horns, grappling the target if it the nearest space out of the ceradon's path. On a
is a Large or smaller creature (escape DC 20). Until the successful Strength save, the creature takes half
grapple ends, the target is restrained, takes 20 (3d8 + damage, is not knocked prone, and the ceradon's
7) piercing damage at the start of each of the ceradon's movement ends.
turns, and the ceradon can't use its Gore attack. If the ceradon remains in a prone creature's space, the
creature is also restrained until it's no longer in the
Implacable. The ceradon has advantage on saving same space as the ceradon. While a creature is
throws against being charmed, frightened, restrained in this way, it, or another creature within 5
incapacitated, stunned, or paralyzed. feet of it, can make a DC 20 Strength check. On a
Primal Instinct (87 HP, Recharges after a Short or Long success, the creature is pulled to an unoccupied space
Rest). When the ceradon's hit points drop to 87 or of its choice within 5 feet of the ceradon and is no
fewer or it becomes charmed or frightened, it enters a longer restrained.
Rampage that lasts for one minute.
Reactions
Reactions
Unwavering. The ceradon and any creature mounted on
Armoured Crest. When an attacker the ceradon can see
it have advantage on saving throws and checks against
makes an attack roll against a ceradon or creature
effects that would knock them prone or move them
within 5 feet of it, the ceradon can impose
against their will.
disadvantage on the attack roll.
Actions
Actions

Multiattack. The ceradon can make a Stomp attack


against any number of creatures within 5 feet of it and
then a Gore or Bite attack. It can forgo all of its Stomp
attacks to use its Trample action.
37
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ceradon, Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft.
Hit: 18 (2d10 + 7) bludgeoning damage. If the target is
Thunderous One prone and in the same space as the ceradon, the stomp
instead deals 29 (4d10+7) bludgeoning damage.
Huge monstrosity, unaligned
Trample. The ceradon moves up to its speed in a
Armor Class 19 (natural armor) straight line. During this move, it can attempt to enter
Hit Points 379 (33d10+198) Large or smaller creatures' spaces if it has moved at
Speed 30 ft. least 10 ft in a straight line beforehand. A creature
whose space the ceradon would enter must succeed on
a DC 21 Dexterity or Strength saving throw (the
STR DEX CON INT WIS CHA target's choice). On a failed save, the creature falls
prone and takes 18 (2d10 + 7) bludgeoning damage,
24 (+7) 9 (-1) 22 (+5) 2 (-4) 16 (+3) 12 (+1) and the ceradon moves into the space.
On a successful Dexterity save, the target takes no
Saving Throws Dex +5, Int +2, Wis +9 damage, is not knocked prone, and is pushed 5 feet to
Skills Perception +9 the nearest space out of the ceradon's path. On a
Damage Immunities Thunder, Lightning successful Strength save, the creature takes half
Senses passive Perception 18 damage, is not knocked prone, and the ceradon's
Challenge 20 (25,000 XP) Proficiency Bonus +6 movement ends.
If the ceradon remains in a prone creature's space, the
Implacable. The ceradon has advantage on saving creature is also restrained until it's no longer in the
throws against being charmed, frightened, same space as the ceradon. While a creature is
incapacitated, stunned, or paralyzed. restrained in this way, it, or another creature within 5
feet of it, can make a DC 21 Strength check. On a
Impale. If the ceradon moves at least 20 feet straight success, the creature is pulled to an unoccupied space
toward a target and then hits it with a Gore attack on of its choice within 5 feet of the ceradon and is no
the same turn, the target takes an extra 13 (3d8) longer restrained.
piercing damage. If the target is a creature, the ceradon
impales the target on its horns, grappling the target if it Reactions
Reactions
is a Large or smaller creature (escape DC 20). Until the
Armored Crest. When an attacker the ceradon can see
grapple ends, the target is restrained, takes 20 (3d8 +
makes an attack roll against the ceradon or a creature
7) piercing damage at the start of each of the ceradon's
within 5 feet of it, the ceradon can impose
turns, and the ceradon can't use its Gore attack.
disadvantage on the attack roll.
Primal Instinct (126 HP, Recharges after a Short or Long
Rest). When the Ceradon's hit points drop to 126 or Legendary Actions
Legendary Actions
fewer, or it becomes charmed or frightened, it enters a The ceradon can take 3 legendary actions, choosing
Rampage that lasts for one minute. from the options below. Only one legendary action
Unwavering. The ceradon and any creature mounted on option can be used at a time and only at the end of
it have advantage on saving throws and checks against another creature's turn. The ceradon regains spent
effects that would knock them prone or move them legendary actions at the start of its turn.
against their will. Check. The ceradon makes a skill check that would
Thunderous Wrath (Recharges after a Short or Long Rest). normally require an action.
When the ceradon enters a rampage, each creature of Tenacious Will. If the ceradon is suffering from an effect
its choice within 10 feet of it must make a DC 21 that allows it to make a saving throw as an action or at
Constitution saving throw. On a failed save, a creature the beginning or end of its next turn, it may
takes 16 (3d10) thunder damage, and the ceradon may immediately make that save against the effect with
push it 20 feet away. On a successful save, the creature advantage. It can use this legendary action while
takes half as much damage and can't be pushed. incapacitated.
Actions
Actions Storm God's Judgement. The ceradon chooses a creature
it is aware of within 300 feet of it that just took its turn
Multiattack. The ceradon can make a Stomp attack
and marks it for judgement. At the end of that
against any number of creatures within 5 feet of it and
creature's next turn, it must make a DC 21 Dexterity
then a Gore or Bite attack. It can forgo all of its Stomp
saving throw. The creature takes 16 (3d10) lightning
attacks to use its Trample action.
damage on a failed save, or half as much damage on a
Gore. Melee Weapon Attack: +14 to hit, reach 5 ft., one successful one. If the creature is restrained by the
target not in the ceradon's space. Hit: 20 (3d8 + 7) ceradon, it has vulnerability to this damage.
piercing damage. Trample (Costs 2 Actions). The Ceradon uses its Trample
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one ability.
target. Hit: 17 (3d6 + 7) piercing damage.

38
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ceradon Adventure Hooks
d6 Plot Hook
Raging Fire, Raging Beasts: A dormant volcano in the
lizardmen homeland suddenly erupts, sending molten
lava and ash into the air. As though the eruption is not Ceradon Siege: A fortified city is under siege by
deadly enough, it also causes a nearby herd of lizardmen forces, and a massive ancient ceradon
1 ceradons to go on a wild stampede, threatening nearby adorned with a war howdah is leading the assault. The
4
settlements. The adventurers are called upon to adventurers must help the city's defenders repel the
protect these villages, divert the ceradon herd away invasion, find a way to neutralize the ceradon, and
from inhabited areas, and rescue any stranded villagers uncover the reason behind the lizardmen's aggression.
from the volcanic disaster. The Cursed Ceradon: A powerful curse has befallen an
The Sunken Temple: An ancient underwater temple has ancient ceradon, making it a rampaging monster that
surfaced, rumored to be home to a legendary treasure. terrorizes the jungle. The adventurers must seek the aid
However, a fearsome ceradon guards the entrance, 5 of a skink priest who knows how to lift the curse and
2 adorned with a howdah filled with elite skink warriors. restore the ceradon's original nature. They must battle
The adventurers must carefully navigate the temple's dark magic, confront twisted spirits, and face the curse's
traps and confront the ceradon and its crew to claim origin to save the ceradon and the jungle it calls home.
the treasure. Storm God's Test: The lizardmen believe the adventurers
Gift of the Gods: A lizardmen tribe believes that the have been chosen by the storm god to undergo a trial.
adventurers have been chosen by their gods to fulfill They must journey through the Thunderous One's
an ancient prophecy. They offer a tamed ceradon as a 6 storm-wracked home and prove themselves worthy by
3 gift, complete with a howdah and skink crew. The facing its challenges and surviving its wrath. Success will
adventurers must use their new allies to defend the grant them the storm god's blessing and the favor of the
lizardmen settlement from an impending demonic lizardmen, but failure may have dire consequences.
invasion.

39
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ceradon Tactics The Thunderous One
Thunderous Wrath: When the Thunderous One utilizes this
Ceradons are territorial, highly aggressive, and omnivorous ability, it repels adversaries not restrained by its feet or
creatures. While they don't actively hunt prey, they will readily impaled on its horns, creating distance between it and its
attack anything within charging distance. In battle, a ceradon next target for an effective charge and Gore attack.
is resolute and acts primarily on instinct. It focuses on
adversaries it perceives as the greatest threat, often choosing Thunderous One Legendary Actions
targets dealing significant damage or those of considerable The Thunderous One utilizes its legendary actions in the
size. However, it lacks the intelligence to realize the potential following ways:
benefits of trampling multiple targets for increased damage Storm God's Judgement: This legendary action is
output. reserved for use against a creature impaled on the ceradon's
If a ceradon starts an encounter already in melee combat, horns or trapped beneath its feet. The Thunderous One
it will retreat, even if doing so exposes itself to opportunity instinctively employs this legendary action in this way, even
attacks. To defend against such attacks, it employs its without external guidance.
Armoured Crest reaction. Following the retreat, it starts Trample: If there are no eligible targets for Storm God's
charging foes with its Trample action. The ceradon will Judgement, the Thunderous One defaults to this action.
follow this up with its Gore attack. While it can't gore a target When under the guidance of more intelligent beings, it
right beneath it, it can trample over a target before circling prefers to use this ability if it can potentially overrun more
back to Gore, often doing so with an advantage. Once an adversaries than those already pinned beneath it.
opponent is impaled on its horns, the ceradon shifts focus to Tenacious Will: This action is invoked solely when its
trampling nearby threats. If it pins another creature under its stomping and goring abilities are hindered or interrupted.
feet, it will continue its stomp attacks while standing atop the
pinned foe. Engine of the Gods
Ceradons With Howdahs When operating a howdah equipped with an Engine of the
Ceradons equipped with a howdah can display tactical battle Gods, understanding the sequence of how abilities should be
acumen under their rider's guidance. They frequently trample used is crucial. Here's the recommended priority order:
through dense clusters of enemies. Even if their Gore attack 1. Portent of Warding
misses, if the ceradon pins two or more creatures beneath it, 2. Sacred Summon
it remains stationary, concentrating on crushing them. 3. Time Slows
The Armoured Crest reaction is used strategically, saved 4. Arcane Configuration
for countering potent spell attacks or deflecting high damage 5. Burning Alignment
strikes, such as a rogue's sneak attack. 6. Healing Light
Ceradon Howdah Weapons
Skinks usually man the ceradon's howdah. They employ long-
range poison weapons integrated into the howdah to target
enemies beyond the ceradon's reach, especially when the
ceradon is stationary because it's pinning victims or it's
pursuing elusive targets.

40
Ceradon Loot
The valuable items looted from ceradons will generally come
from whatever can be harvested from them. This harvesting
can usually be done using a Wisdom (Survival) or
Intelligence (Nature) check. However, you may allow players
proficient with specific tools to harvest items related to that
tool. For example, a character might make a Wisdom
(Leathworker’s Tools) check to harvest the hide of a Ceradon.
Alternatively, you can roll for the loot randomly using a flat
modifier.
Ceradon Loot Tables
The following tables describe the number of items and value
of those items the players are able to loot depending on the
result of their check or the results of your roll. If they're
making checks, you can have them make a separate check for
each creature they're looting or use one check for multiple
creatures at once to save time.
Ceradon Loot Table
Looting Check Result or 1d20 + 7 Loot
1-10 2d4(5) 50gp Item
11-15 2d6(7) 50gp Items Example Ceradon Loot Names
You can give the different types of items unique names based
16-22 2d4(5) 100gp Items on their material and value to help differentiate them from
23-25 2d6(7) 100gp Items one another. The following tables provide some example
26+ 3d6(10) 100gp Items
names.
Example Ceradon Item Names
Ancient Ceradon Loot Table 1d4 50gp Item 100gp Item 200gp Item
Looting Check Result or 1d20 + 7 Loot
1 Cracked Cerasaur Cerasaur Primeval Cerasaur
1-8 2d4(5) 50gp Item (Bone) Bone Bone Bone
9-11 2d6(7) 50gp Items 2 Stringy Cerasaur Cerasaur Primeval Cerasaur
(Flesh) Meat Meat Meat
12-18 2d4(5) 100gp Items
3 Clotted Cerasaur Cerasaur Primeval Cerasaur
17-23 2d4(5) 200gp Items (Fluid) Blood Blood Blood
24+ 2d6(7) 200gp Items 5 Tattered Cerasaur Cerasaur Primeval Cerasaur
(Hide) Hide Hide Hide
The Thunderous One Loot Table
Looting Check Result or 1d20 + Example Thunderous One Item Names
7 Loot 1d4 500gp Item 1,000gp Item 2,000gp Item
1-8 3d6(10) 500gp Item Cracked Pristine
1 Thunderous
3d6(10) 1,000gp Thunderous Thunderous
9-11 (Bone) Bone
Items Bone Bone
4d6(14) 1,000gp Stringy Prime
12-18 2 Thunderous
Items Thunderous Thunderous
(Flesh) Flesh
Flesh Flesh
3d6(10) 2,000gp
19-23 Clotted Pristine
Items 3 Thunderous
Thunderous Thunderous
4d6(14) 2,000gp (Fluid) Blood
24+ Blood Blood
Items
5 Tattered Thunderous Pristine
(Hide) Thunderous Hide Hide Thunderous Hide
Ceradon Art Credit
Siegehorn Ceratops - Filip Burburan, Wizards of the Dinosaur Stampede - Bram Sels, Wizards of the Coast
Coast Spike-Tailed Ceratops - Lius Lasahido, Wizards of the
Shifting Ceratops - Izzy, Wizards of the Coast Coast
Goring Ceratops - Zezhou Chen, Wizards of the Coast
41
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Cold Bloods
These large raptors roam far and wide in large, rapacious Their sheer aggression is among their most dangerous
packs tearing apart any warm-blooded creatures they come traits, for wounded cold bloods do not flee but instead,
across. Cold bloods are known for their wild blood lust, become more recklessly aggressive. Even attempts to pacify
vicious weaponry, and propensity for hunting in packs to or frighten a cold blood with magic will simply make it wilder
bring down much larger prey. and angrier.

Cold Blood Primal Instinct (31 HP, Recharges after a Short or Long
Rest). When the cold blood’s hit points drop to 31 or
Large beast, unaligned
lower, or it becomes charmed or frightened, it enters a
rampage that lasts for one minute.
Armor Class 15 (natural armor)
Hit Points 93 (11d10 + 33) Pack Tactics. The cold blood has advantage on an attack
Speed 50 ft. roll against a creature if at least one of the cold blood's
allies is within 5 feet of the creature and the ally isn't
incapacitated.
STR DEX CON INT WIS CHA Reptilian Brain When the cold blood fails an Intelligence
18 (+4) 14 (+2) 16 (+3) 2 (-4) 8 (-1) 4 (-3) or Wisdom saving throw, it enters a rampage that lasts
for one minute.
Skills Perception +3
Senses darkvision 30 ft., passive Perception 13
Actions
Actions

Challenge 3 (700 XP) Proficiency Bonus +2 Multiattack. The cold blood makes two attacks: one with
its bite and one with its claws.
Cold Blooded. The cold blood has advantage on saving Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
throws against being charmed or frightened. target. Hit: 13 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) Slashing damage.
42
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Cold bloods are extremely simple-minded, even by dinosaur
standards. Though they have an instinctive ability to hunt in
packs, their ability to assess complex situations and execute
appropriate strategies is severely limited. Most cold bloods
will pursue prey heedless of any danger which presents itself.
Despite their limited intelligence and aggressive natures,
cold bloods can be successfully broken into mounts at scale.
Because their territories range across many climates, they
have been adopted for military use by multiple races.
However, the lizardmen, who share their primordial jungle
homes with the cold bloods, were the first to do so. Many of
their saurian warriors are spawned with blessings that grant
them a natural kinship with wild reptilian beasts and lend
them to being natural cavalry fighters atop the vicious cold
bloods. These mounted warriors make for devastating shock
cavalry capable of running down and ripping apart even the
hardiest of foes.
Horned Cold Bloods
These extremely rare raptors are thought to be near-extinct
relatives of the cold bloods. They are only found deep in the
primeval jungles where the lizardmen also make their home.
Horned cold bloods don’t roam as far and wide as cold bloods
and instead guard specific stretches of jungle they regard as
their territory. Though horned cold bloods are significantly
more intelligent than cold bloods, they are extremely
protective of their turf and will fight to the death when
attacking any intruders. As their name suggests, they are
armed with boney horns, which they use to ram prey before
finishing the kill with claws and teeth.
Horned cold bloods are prized mounts among the
lizardmen. Their rarity, intelligence, and enhanced weaponry
means they are ridden by only the most elite saurian soldiers
and their generals. In battle, horned cold blood riders are
implacable cavalry warriors, bowling down foes without
giving an inch of ground.

Horned Cold Blood Pack Tactics. The cold blood has advantage on an attack
roll against a creature if at least one of the cold blood's
Large beast, unaligned
allies is within 5 feet of the creature and the ally isn't
incapacitated.
Armor Class 16 (natural armor)
Hit Points 105 (14d8 + 42) Primal Instinct (34 HP, Recharges after a Short or Long
Speed 60 ft. Rest). When the cold blood’s hit points drop to 34 or
lower, or it becomes charmed or frightened, it enters a
rampage that lasts for one minute.
STR DEX CON INT WIS CHA Territorial. The cold blood and any creature mounted on
18 (+4) 16 (+3) 16 (+3) 5 (-3) 14 (+2) 6 (-2) it have advantage on saving throws and checks against
effects that would knock them prone or move them
against their will. If either fails such a saving throw or
Saving Throws Int +0, Charisma +1
check that they had advantage on, the cold blood
Skills Perception +5
enters a rampage that lasts one minute.
Senses darkvision 30 ft., passive Perception 15
Challenge 5 (1,800 XP) Proficiency Bonus +3 Actions
Actions

Charge. If the cold blood moves at least 20 ft. straight Multiattack. The cold blood makes three attacks: each
toward a target and then hits it with a gore attack on one with a different weapon.
the same turn, the target takes an extra 9 (2d8) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
bludgeoning damage. If the target is a creature, it must target. Hit: 13 (2d8 + 4) piercing damage.
succeed on a DC 15 Strength saving throw or be
knocked prone. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Cold Blooded. The cold blood has advantage on saving
throws against being charmed or frightened. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage. 43
Cold Blood Adventure Hooks Cold Blood Loot Tables
The following tables describe the number of items and value
d6 Plot Hook of those items the players are able to loot depending on the
1
The players have been charged with venturing into a result of their check or the results of your roll. If they're
cold blood nest to retrieve eggs. making checks, you can have them make a separate check for
A wizard has resurrected a pack of long-dead cold
each creature they're looting or use one check for multiple
2
bloods, which have broken free and now roam his lab.
creatures at once to save time.
The players have been tasked with capturing cold Cold Blood Loot Table
3 bloods to use as mounts. However, they soon find Looting Check Result or 1d20 + 3 Loot
themselves in competition with lizardmen hunters.
1-6 1 5gp Item
A cohort of lizardmen cold blood cavalry is moving
4 through the countryside near their jungle home, 7-9 1d4(2) 5gp Items
sacking every minor warmblood settlement they find. 10-22 1 10gp Item
While lost in a deep jungle, the players find what 23+ 1 20gp Item
5 appears to be a clear path out. The only catch is that it
runs through horned cold blood territory.
Horned Cold Blood Loot Table
A saurian commander has gained control of a horned Looting Check Result or 1d20 + 5 Loot
cold blood which he now uses as his savage steed to
6 1-7 1 5gp Item
lead a lizardmen crusade against the warmblooded
races. 8-10 1d4(2) 5gp Items
11-16 1d4(2) 10gp Items
Cold Blood Tactics
17-22 1d6(3) 10gp Items
Cold bloods are hyper-aggressive and have very low
intelligence. Outside of making use of their Pack Tactics 23+ 1d4(2) 20gp Items
ability whenever possible, they don’t have any sophisticated
combat tactics. They will simply try to gang up on and bring Example Cold Blood Loot Names
down the weakest prey they can spot. Allow them to fall for You can give the different types of items unique names based
most ploys the party attempts, and let the players use their on their material and value to help differentiate them from
stupidity against them. one another. The following tables provide some example
When used as mounts, their tactics will reflect that of the names.
rider. However, the optimal strategy will still usually be to run
down and gang up on vulnerable targets while hoping the Example Cold Blood Item Names
cold blood doesn’t rapamge in the process. 1d4 5gp Item 10gp Item 20gp Item
Horned Cold Bloods 1 Cracked Cold Cold Blood Pristine Cold
This variant should be played more intelligently and not fall (Bone) Blood Bone Bone Blood Bone
for obvious ploys the same way cold bloods would. 2 Stringy Cold Cold Blood Prime Cold Blood
Charge + Pact Tactics. Whenever possible, horned cold (Flesh) Blood Meat Meat Meat
bloods should use their Charge ability to target an enemy
who has an ally within 5 feet of it, so they can combine it with 3 Clotted Cold Cold Blood Pristine Cold
their Pact Tactics. If they are mounted, this will be a non- (Fluid) Blood Blood Blood Blood Blood
issue. 4 Tattered Cold Cold Blood Pristine Cold
(Hide) Blood Hide Hide Blood Hide
Cold Blood Loot
The valuable items looted from cold bloods will generally
come from whatever can be harvested from them. This Cold Blood Art Credit
harvesting can usually be done using a Wisdom (Survival)
or Intelligence (Nature) check. However, you may allow Marauding Raptor - Bayard Wu, Wizards of the Coast
players proficient with specific tools to harvest items related Frenzied Raptor - Jonathan Kuo, Wizards of the Coast
to that tool. For example, a character might make a Wisdom
(Leathworker’s Tools) check to harvest the hide of a cold
blood. Alternatively, you can roll for the loot randomly using a
flat modifier.

44
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Crox
Within the enigmatic lizardmen society, the crox stand as
towering sentinels, dedicated protectors, and potent laborers. Their heads resemble a blend of crocodile and lizard,
They are hulking creatures, towering above other lizardfolk. featuring jaws capable of crushing stone and metal. Their
Their bodies are covered in armored scales, ranging in colors powerful limbs, which end in deadly claws, enable them to
from deep blues to vivid greens and earthy browns. move with surprising speed for their size.

Crox Warrior Hulking Protector. Any ally smaller than the crox and
within 5 feet of it has half cover, and its movement
Large monstrosity, lawful neutral
doesn't provoke attacks of opportunity. Allies can move
through the space the crox occupies without it being
Armor Class 16 (natural armor) treated as difficult terrain.
Hit Points 104 (11d10 + 44)
Speed 35 ft, swim 30 ft Primal Instinct (34 HP, Recharges after a Short or Long
Rest) When the crox's hit points drop to 34 or fewer, or
it becomes charmed or frightened, it enters a rampage
STR DEX CON INT WIS CHA that lasts for one minute.
20 (+5) 10 (+0) 18 (+4) 5 (-3) 14 (+2) 6 (-2) Actions
Actions

Multiattack. The crox makes two attacks, each one with


Saving Throws Int +0, Charisma +1 a different weapon.
Skills Athletics + 8, Perception +5, Stealth +3
Senses Darkvision 30 ft. passive Perception 15 Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Languages Draconic target. Hit: 14 (1d6 + 1d10 + 5) piercing damage. If
Challenge 5 (700 XP) Proficiency Bonus +3 the crox rolls a 6 on a d6 damage die with this attack, it
may make a bite attack as a bonus action this turn,
Chained Maul The crox can't drop its maul or be causing it to enter a rampage that lasts one minute.
disarmed. The maul takes a minute to don and doff. Maul. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Cold Blooded The crox has advantage on saving throws target. Hit: 19 (4d6 + 5) bludgeoning damage.
against being charmed or frightened.

45
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sacred Crox Warrior
Large monstrosity, lawful neutral

Armor Class 16 (natural armor)


Hit Points 104 (11d10 + 44)
Speed 35 ft, swim 30 ft

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 18 (+4) 5 (-3) 14 (+2) 6 (-2)

Saving Throws Int +0, Charisma +1, Wisdom +5, Dex


+3
Skills Athletics +8, Perception +5, Stealth +3
Senses Darkvision 30 ft, passive Perception 15
Languages Draconic
Challenge 7 (2,900 XP) Proficiency Bonus +3

Blessed Fists. The crox deals an extra 9 (2d8) radiant


damage when it hits with a Sacred Gauntlet attack
(included in the attack).

The crox serve as the backbone of the lizardmen’s physical Cold Blooded. The crox has advantage on saving
endeavors. In times of peace, they perform hard labor, throws against being charmed or frightened.
assisting in the construction of temples, moving massive Hulking Protector. Any ally smaller than the crox and
stone blocks, and dredging channels in the marshes. During within 5 feet of it has half cover, and its movement
war, they stand at the forefront of the Lizardfolk’s armies, doesn't provoke attacks of opportunity. Allies can
swinging colossal weapons and smashing through enemy move through the space the crox occupies without
lines with their sheer might. it being treated as difficult terrain.
While they are unmatched in physical strength, the Crox Latched Gauntlets. The crox can't drop its gauntlets
possess a simpler intellect than their smaller kin. As a result, or be disarmed. The gauntlets take 1 minute to don
they are often guided and directed by lizardmen leaders or and doff.
skinks. Their loyalty to their kin is unwavering, and they carry
out their tasks with a dedication that is both admirable and, Primal Instinct (34 HP, Recharges after a Short or Long
at times, frightening. Rest). When the crox's hit points drop to 34 or
fewer, or it becomes charmed or frightened, it
Sacred Crox enters a rampage for one minute.

Some crox warriors are chosen to become something greater, Actions


Actions
something revered and sacred. These sacred crox, embody Multiattack. The crox makes three attacks: one with
the very spirit of the gods the lizardmen worship. Not every its bite and two with its gauntlets.
crox has the potential to undergo this transformation. The
process starts when skink shamen receive divine visions in Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
their meditations, hinting at a particular crox that has been one target. Hit: 14 (1d6 + 1d10 + 5) piercing
chosen by the gods. These crox are then taken to sacred damage. If the crox rolls a 6 on a d6 damage die
groves, where they undergo rigorous rituals, awakening their with this attack, it may make a bite attack as a bonus
latent divine power. action this turn, causing it to enter a rampage that
The Sacred Guardians are distinct from their Crox lasts one minute.
brethren. Their scales shimmer with an ethereal glow, Sacred Gauntlet. Melee Weapon Attack: +8 to hit,
reflecting hues that seem impossible in the natural world. reach 5 ft., one target. Hit: 10 (2d4 + 5)
Depending on the deity they are connected with, their eyes bludgeoning damage plus 9 (2d8) radiant damage.
may burn with the cool blue of a serene lake, the fierce red of
a blazing fire, or the deep green of the densest forest. And,
while any crox could be spawned with unique markings
displaying the blessings of one of their gods, the sacred crox
are much more likely to carry these blessings, and their
scales shine with the power they bestow.

46
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Crox Storm Warrior
Large monstrosity, lawful neutral

Armor Class 17 (natural armor)


Hit Points 147 (14d10+70)
Speed 35 ft., swim 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 20 (+5) 5 (-3) 14 (+2) 6 (-2)

Saving Throws Int +1, Charisma +2, Wisdom +6, Dex


+4
Skills Athletics +9, Perception +6, Stealth +4
Damage Resistances Lighting
Senses Darkvision 30 ft., passive Perception 16
Languages Draconic
Challenge 9 (5,000 XP) Proficiency Bonus +4 In battle, sacred crox are equipped with ornate gauntlets
designed to channel their divine power into devesting blows.
Cold Blooded. The crox has advantage on saving The strikes delivered with these weapons are not just capable
throws against being charmed or frightened. of shattering bone, but unleashing radiant blasts of divine
Primal Instinct (50 HP, Recharges after a Short or Long
power. Sacred crox lumber into battle with these weapons,
Rest). When the crox's hit points drop to 45 or
often using them to knuckle walk, before barrelling into foes
fewer, or it becomes charmed or frightened, it
and smashing them to a bloody pulp.
enters a Rampage that lasts for one minute. One group of sacred crox warriors have gained a special
notoriety among enemies and allies alike. Known as the
Hulking Protector. Any ally smaller than the crox and storm warriors, these crox have received special blessings
within 5 feet of it has half cover, and its movement from the lizardmen storm god. Their bodies are infused with
doesn't provoke attacks of opportunity. Allies can the storm god's divine might, allowing them to channel
move through the space the crox occupies without lightning through their sacred gauntlets. Their blows
it being treated as difficult terrain. statically charge their prey, leaving them with supernatural
Lightning Fists. The crox deals an extra 9 (2d8) wounds that make them vulnerable to continued assaults.
lightning damage when it hits with a Lightning Storm warriors and their allies can use this tactic to quickly
Gauntlet attack (included in the attacks). take down even the sturdiest foes with their divine onslaught.
Latched Gauntlets. The crox can't drop its gauntlets
or be disarmed. The gauntlets take 1 minute to don Crox Ancients
and doff. The crox ancients stand as living relics of the lizardfolk's
past. These behemoths, blessed with extended lifespans, are
Actions
Actions
easily distinguished by their colossal size, weathered scales,
Multiattack. The crox makes three attacks: one with and the moss or lichen that grows on their forms,
its bite and two with its gauntlets. symbolizing their deep connection to the land.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Their longevity grants them a unique blend of instinctual
one target. Hit: 14 (1d6 + 1d10 + 5) piercing
war knowledge and experiential wisdom. Though they are
damage. If the crox rolls a 6 on the d6 damage dice
not traditional thinkers, their primal understanding of
with this attack, it can make a bite attack as a bonus
combat and strategy makes them unparalleled tacticians.
action this turn, causing it to enter a rampage that
They lead not with complex orders, but with actions and
lasts one minute. guttural roars and shouts that their troops instinctively
understand, creating a primal unity on the battlefield.
Lightning Gauntlet. Melee Weapon Attack: +9 to hit, Crox ancients often wander the wilds, battling mighty
reach 5 ft., one target. Hit: 10 (2d4 + 5) beasts to test themselves as they grow stronger and wiser
bludgeoning damage plus 9 (2d8) lightning damage. over the centuries. They have an uncanny knack for showing
If the target is a creature, it receives a Static Wound. up when lizardmen forces are overwhelmed and in disarray.
For each Static Wound a creature has, its AC is
lowered by 1, and it suffers a -1 penalty to all
With their imposing aura of power and authority, they rally
Constitution saving throws. This effect can't reduce
and lead whole lizardmen armies into battle where the crox
a creature's AC below 1. At the end of the creature's
ancient can unleash its titanic strength upon its hapless foes.
turn, if it hasn't received a Static Wound since its
Despite their ancient wisdom, they often lose themselves to
last turn, it loses all Static Wounds. bloodlust in battle, unleashing a primordial fury so terrible it
scars the minds of those who witness it.

47
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Crox Ancient Optional Reaction: Avenge Kindred
If you're pairing your crox with skinks, you can give
Large monstrosity, lawful neutral them the following reaction to help them work
together:
Armor Class 17 (natural armor) Avenge Kindred. When a creature the crox can see
Hit Points 199 (19d10 + 95) deals damage to a skink within 30 feet of the crox
Speed 35 ft., swim 30 ft. that reduces its hit points to 0, the crox enters a
rampage that lasts one minute and immediately
moves up to its speed towards the creature and
STR DEX CON INT WIS CHA makes a melee weapon attack against it with
24 (+7) 10 (+0) 20 (+5) 6 (-2) 16 (+3) 8 (-1) advantage if it is within reach.

Saving Throws Int +1, Charisma +3, Wisdom +7, Dex


+4 Crox Adventure Hooks
Skills Athletics +11, Perception +7, Stealth +4, d8 Plot Hook
Survival +7
Senses Darkvision 30 ft., passive Perception 17 Crox Awakening: Miners in a remote mountain region
Languages Draconic inadvertently awaken a group of crox from deep
Challenge 11 (7,200 XP) Proficiency Bonus +4 hibernation. These Crox, confused and aggressive,
1
begin attacking nearby settlements. The party must
Aura of Endurance/Despair. At the start of the crox's find a way to either communicate with and calm the
Crox or drive them away.
turn, it and each creature of its choice it is aware of
within 10 feet gain 10 temporary hit points for 1 The Crox Arena: In a desert city, a cruel king hosts
minute. If the crox is rampaging, each creature of its gladiatorial games where captured crox are pitted
choice it is aware of within 10 feet takes 10 psychic 2 against other beasts and prisoners. The party could be
damage instead. captured and forced to fight, or perhaps they aim to
free the enslaved crox and end the barbaric tradition.
Chained Maul The crox can't drop its maul or be
disarmed. The maul takes a minute to don and doff. The Nimble & The Mighty: Players travel through a
lizardmen jungle, earning the ire of a skink patrol.
Cold Blooded. The crox has advantage on saving
3 Unable to face the players on their own, the skinks
throws against being charmed or frightened. summon the aid of their mighty crox warriors to help
Hulking Protector. Any ally smaller than the crox and them vanquish the intruders.
within 5 feet of it has half cover, and its movement
doesn't provoke attacks of opportunity. Allies can Guardian's Fall: A group of sacred crox has been
corrupted by a dark force, plunging nearby lizardmen
move through the space the crox occupies without
4 regions into chaos. The party must investigate the
it being treated as difficult terrain.
source of this corruption and either save the guardians
Primal Instinct (75 HP, Recharges after a Short or Long or put them to rest.
Rest). When the crox's hit points drop to 75 or
fewer, or it becomes charmed or frightened, it Holy Rampage: A divine conflict emerges between the
enters a Rampage that lasts for one minute. lizardmen gods, who begin creating an unprecedented
5 number of sacred crox to fight in their name. The
Actions
Actions different types of crox engage in holy rampages, each
seeking to bring their god the most glory.
Multiattack. The crox makes three attacks: one with
its bite and two with its Coordinating Maul. Guardians of the Storm: An altar dedicated to an ancient
storm god is believed to be causing a neverending
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., 6 hurricane threatening nearby port towns. Players who
one target. Hit: 16 (1d6 + 1d10 + 7) piercing investigate the altar will find it guarded by zealous crox
damage. If the crox rolls a 6 on the d6 damage dice storm warriors.
with this attack, it can make a bite attack as a bonus
action this turn, causing it to enter a rampage that The Sacred Totem: An artifact sacred to a crox ancient
lasts one minute. is stolen and sold to a black market. The enraged crox
7 leads a rampaging army to retrieve it. The party can
Coordinating Maul. Melee Weapon Attack: +11 to assist in the artifact's recovery, trace the black market's
hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) leaders, or exploit the chaos for their gain.
bludgeoning damage, and another Medium or
smaller creature of the crox's choice within 30 feet Primal Descent: While the players explore the ruins of a
of it can make a weapon attack as a reaction against far-flung and long-since-collapsed lizardmen
the target. 8 civilization, they find the surviving lizardmen have
descended into primal savagery and are led by crox
ancients acting as brutal warlords..

48
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Crox Tactics Crox Storm Warriors
Under the guidance of a more intelligent strategist, one or
Crox are inherently primal brutes, often attacking the nearest more storm warriors will concentrate their efforts on a single
opponent out of pure instinct. These behemoths may fight target, attempting to inflict as many Static Wounds as
using simple tactics and mindless aggression when on their possible. Given that these wounds vanish after a round of not
own, but their true potential is unlocked when they are being hit by one of the storm warriors, the skink handlers
guided by smaller, more intelligent creatures, such as skinks. encourage the crox to take substantial risks to maintain the
In the hierarchy of Lizardmen, crox serve as formidable infliction of these wounds on high-priority targets.
bodyguards and frontline soldiers. Although savage by Any skinks concealed behind the crox will simultaneously
nature, they display a surprising kinship with skinks. This concentrate their attacks on the now weakened target,
unlikely alliance leads to the crox fiercely protecting skinks, utilizing javelins and poison. The weakened state of the target
even willing to risk their own lives to protect their allies makes it more susceptible to these attacks, increasing the
unless instructed otherwise by a trusted skink companion. likelihood of successful hits and, thus, effective poisoning.
The tactics described here are designed for use when crox
are fighting alongside skinks but can be equally effective with Crox Ancients
other small, skirmishing humanoid units paired with crox. Despite their lack of conventional intelligence, crox ancients
Typically, the crox form the front line, advancing on the possess an almost instinctual sense of strategy and warfare.
enemy. Directly behind them, the skinks utilize the crox's They can implement rudimentary tactics and issue near-
massive size as a protective wall. During their turn, the skinks animalistic commands to other crox, although they operate
maneuver through the crox to either engage any enemy units more like a pack of beasts than a unit of soldiers. While crox
already in combat with the crox or, if the crox have yet to ancients demonstrate greater intellect than their
engage, to carry out ranged attacks. counterparts, they are most effective when paired with
Once their attacks are complete, the skinks retreat to skinks, who serve as their advisors.
safety behind the crox. They can also opt to use their bonus For optimal strategic placement, the crox ancients should
action to hide, leveraging the crox as cover if they possess the be situated in the center of their group's formation. This
Vanish feature. position maximizes the benefit of its Aura of Endurance trait
Should a crox go into a rampage, the skinks remain by its and its Coordinated Maul attack.
side until the battle appears lost or the crox can no longer However, when a crox ancient begins to rampage, if there
provide sufficient cover. are no skinks nearby to maintain order, all crox in the vicinity
lose any semblance of strategic cohesion.
Sacred Crox
Though sacred crox are more powerful than their ordinary
kin and possess different types of weapons, they fight using
the same tactics as typical crox.
Blessings of the Old Ones
Crox with different blessings will follow mostly the same
tactics as normal warriors, making small adjustments
to maximum their blessing's effect as nessecary. If
they have blessings that work with the rampage
condition, there may be more circumstances
in which they use their bite to try and enter
a rampage early.

49
Crox Loot Example Crox Loot Names
You can give the different types of items unique names based
Most of the valuable goods that can be looted from crox are on their material and value to help differentiate them from
the remains of the equipment they were using or valuables one another. The following tables provide some example
they were carrying. Though crox don't often collect these names.
items themselves, other lizardmen often adorn them with
bones, jewelry, and ornaments of precious metal for Example Uncommon Crox Item Names
ceremonial purposes. Most dropped valuables can be found 1d4 5gp Item 10gp Item 20gp Item
using an Intelligence (Investigation) check. Alternatively,
you can roll for the loot randomly using a flat modifier. 1 Cracked Dino
Dino Bone
Pristine Dino
(Bone) Bone Bone
Crox Loot Tables Damaged
The following tables describe the number of items and value 2
Malachite
Malachite Masterwork
of those items the players are able to loot depending on the (Jewelry)
Amulet
Amulet Malachite Amulet
result of their check or the results of your roll. If they're
making checks, you can have them make a separate check for 3 Damaged Silver Silver Masterwork Silver
each creature they're looting or use one check for multiple (Metal) Ornament Ornament Ornament
creatures at once to save time. Damaged Obsidian Masterwork
4
Obsidian Weapon Obsidian Weapon
Crox Warrior Loot Table (Stone)
Weapon Shard Shard Shard
Looting Check Result or 1d20 + 5 Loot
1-7 1 5gp Item Example Rare Crox Item Names
8-10 1d4(2) 5gp Items 1d4 50gp Item 100gp Item 200gp Item

11-16 1d4(2) 10gp Items 1 Cracked Sacred Sacred Dino Pristine Sacred
(Bone) Dino Skull Skull Dino Skull
17-22 1d6(3) 10gp Items
2 Damaged Jade Masterwork Jade
22+ 2d4(5) 10gp Items Jade Amulet
(Jewelry) Amulet Amulet
3 Damaged Gold Gold Masterwork Gold
Sacred Crox Warrior Loot Table (Metal) Ornament Ornament Ornament
Looting Check Result or 1d20 + 5 Loot
Damaged Sacred Masterwork
1-7 1d4(2) 10gp Item 4
Sacred Weapon Weapon Sacred Weapon
(Stone)
Shard Shard Shard
8-10 1d6(3) 10gp Items
11-16 2d4(5) 10gp Items
Crox Art Credit
17-21 1d6(3) 20gp Items
Gloryscale Viashino - Volkan Baga, Wizards of the Coast
21+ 2d4(5) 20gp Items Thrashing Frontliner - Pavel Kolomeyets, Wizards of the
Coast
Crox Storm Warrior Loot Table Thrasta, Tempest’s Roar - Andrew Mar, Wizards of the
Looting Check Result or 1d20 + 5 Loot
Coast
Carrion Thrash - Jaime Jones, Wizards of the Coast
1-7 1 50gp Item Jund Sojourners - John Avon, Wizards of the Coast
8-12 1d4(2) 50gp Items
13-17 1 100gp Item
18-24 1d4(2) 100gp Items
25+ 1d4(2) 200gp Items

Crox Ancient Loot Table


Looting Check Result or 1d20 + 7 Loot
1-8 1 100gp Item
9-11 1d4(2) 100gp Items
12-18 1d6(3) 100gp Items
19-23 1d4(2) 200gp Items
24+ 1d6(3) 200gp Items

50
Dread Saurus
These primeval titans are among the most feared
and powerful creatures that inhabit the jungles and Skink Handlers and Howdahs. The dread saurus is often
ruins of the lizardmen’s homeland. They are colossal accompanied by skink handlers who can direct its attacks
quadrupedal, reptilian beasts, standing taller than even and use their own abilities to bolster its strength or weaken
the largest sauropods, and are protected by massive, its enemies. These handlers can also provide healing and
armoured plates inscribed with ancient prophecies. support to keep the creature fighting even in the face of
Dread sauruses are revered as sacred beasts by the overwhelming odds.
lizardmen, who keep them in mountainous temples where The skinks often direct the dread saurus from armored
they receive offerings and sacrifices from skink priests. They fortifications attached to its back, known as howdahs. They
are among the most valuable assets of the lizardmen army, as provide vital protection to the skink riders and are equipped
their ferocity and near-indestructibility make them with a variety of weapons, such as ballistae and giant
devastating foes. blowpipes, which can be used to eliminate foes out of the
In the battlefield, the dread saurus can charge into enemy dread saurus’s reach.
lines, crushing and trampling any foes in its path, and its In addition to its combat capabilities, the dread saurus’s
powerful tail can sweep away entire squads of soldiers in a howdah is also used by the lizardmen as a means of
single stroke. Most deadly of all are its colossal, crocodilian transport. The howdah can carry additional supplies and
jaws, capable of crushing and tearing the most formidable of equipment, making it an essential asset for military
foes into bloody shreds. campaigns in the dense jungles of the lizardmen's homeland.

51
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dread Saurus Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one
target. Hit: 41 (5d12 + 9) piercing damage, and the
Gargantuan monstrosity, unaligned
target is grappled (escape DC 23). Until this grapple
ends, the target is restrained, and the dread saurus can't
Armor Class 20 (natural armor) bite another target.
Hit Points 312 (16d20 + 144)
Speed 50 ft., swim 50 ft. Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one
target not grappled by the dread saurus. Hit: 23 (4d8 +
9) slashing damage.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one
28 (+9) 8 (-1) 28 (+9) 4 (-3) 18 (+4) 8 (-1) target not grappled by the dread saurus. Hit: 23 (4d8 +
9) bludgeoning damage, and the target must succeed
on a DC 23 Strength saving throw or be knocked prone.
Saving Throws Dex +5, Int +3, Charisma +5
Skills Intimidation +11, Perception +10 Crushing Jaws. If the dread saurus has a target grappled
Senses darkvision 30 ft., passive Perception 20 with its bite attack, that target must make a DC 23
Challenge 18 (20,000 XP) Proficiency Bonus +6 Strength saving throw or take 74 (10d12 + 9) piercing
damage on a failed save, or half as much damage on a
Immutable Form. The dread saurus is immune to any successful one. If the target fails the saving throw by
spell or effect that would alter its form. 10 or more (DC 13), the damage is doubled. If this
damage reduces the target to 0 hit points, it dies.
Implacable. The dread saurus has advantage on saving
throws against being charmed or frightened, stunned, Frightful Presence. Each creature of the dread saurus’s
paralyzed, or incapacitated. choice that is within 120 feet of the dread saurus and
aware of it must succeed on a DC 18 Wisdom saving
Magic Resistance. The dread saurus has advantage on throw or become frightened for 1 minute. A creature
saving throws against spells and other magical effects. can repeat the saving throw at the end of each of its
Primal Instinct (104 HP, Recharges after a Short or Long turns, ending the effect on itself on a success. If a
Rest). When the dread saurus’s hit points drop to 104 creature’s saving throw is successful or the effect ends
or lower, or it becomes charmed or frightened, it enters for it, the creature is immune to the dread saurus’s
a rampage that lasts for one minute. Frightful Presence for the next 24 hours.
Obliterating Charge. The dread saurus moves up to 50
Actions
Actions feet in a straight line and can move through the space
Multiattack. The dread saurus can use its Frightful of any Large or smaller creature. The first time it enters
Presence. It then makes a claw attack against any a creature's space during this move, it may make a claw
number of targets in a 10-foot-long and 20-foot-wide attack against that creature.
area that emanates from the dread saurus in a direction
of its choice. It can replace one of the attacks with Bite Reactions
Reactions
or Crushing Jaws. It can then immediately make a tail Wounded Charge. When the dread saurus's hit points
attack against any number of targets in a 30-foot-long drop to 0 or it triggers its Primal Instinct ability, it can
and 20-foot-wide area that emanates from the dread use its Obliterating Charge action. After using this
saurus in the opposite direction of its claw attacks. The action, the dread saurus dies if its hit points are 0.
dread saurus can't move between attacks.

Artifacts of the Old Ones. Dread sauruses are often The Dread Ripper. This dread saurus is believed to be the
equipped with ancient relics believed to have been left behind oldest and mightiest of its kind in existence. Its title stems
by the inscrutable gods of the lizardmen. These artifacts are from its record of shredding through any foe that has been
embedded in the dread saurus by its skink handlers and foolish enough to stand against it. With its devastating
grant it arcane powers it can access at will. They may grant natural weapons and near-limitless vitality, the Dread Ripper
the dread saurus extra resilience, summon the spirits of dead has singlehandedly shattered armies and leveled forts.
warriors, or even allow it to channel the sun's energy through The Dread Ripper is thought to have walked the world
its body. When the divine powers of these artifacts are since the time of the Old Ones, and the lizardmen revere it as
combined with the dread saurus’s primal might, it becomes a a demi-god. In times of dire need, they will equip it with
nigh unstoppable force of nature. artifacts of the Old Ones and a war howdah crewed by only
Dread sauruses equipped with these artifacts are the worthiest of skinks. Despite its limited intelligence, the
considered avatars of the Old Ones' will. They are revered Dread Ripper possesses a near-supernatural aura of
and protected by the lizardmen, not that they need much in authority, and other lizardmen and jungle beasts will
the way of protection. Occasionally, particularly bold or mad naturally flock to its side when it lumbers into battle.
relic seekers will attempt to hunt down these dread sauruses
and pry the artifacts from their grasp. Such attempts nearly
always end in disaster for the would-be treasure hunters.

52
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dread Saurus, Crushing Jaws. One creature the dread saurus has
grappled by its Bite attack must make a DC 24 Strength
The Dread Ripper saving throw, taking 87 (12d12 + 9) piercing damage
on a failed save, or half as much damage on a
Gargantuan monstrosity, unaligned
successful one. If it fails the saving throw by 10 or
more (DC 14), the damage is doubled. If this damage
Armor Class 21 (natural armor) reduces the creature to 0 hit points, it dies.
Hit Points 546 (28d20 + 252)
Speed 50 ft., swim 50 ft. Frightful Presence. Each creature of the dread saurus’s
choice that is within 120 feet of the dread saurus and
aware of it must succeed on a DC 19 Wisdom saving
STR DEX CON INT WIS CHA throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its
28 (+9) 8 (-1) 28 (+9) 4 (-3) 20 (+5) 8 (-1) turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends
Saving Throws Dex +6, Int +4, Charisma +6 for it, the creature is immune to the dread saurus’s
Skills Intimidation +13, Perception +12 Frightful Presence for the next 24 hours.
Senses darkvision 30 ft., passive Perception 22
Obliterating Charge The dread saurus moves up to 50
Challenge 24 (62,00 XP) Proficiency Bonus +7
feet in a straight line and can move through the space
of any Large or smaller creature. The first time it enters
Immutable Form. The dread saurus is immune to any a creature's space during this move, it may make a claw
spell or effect that would alter its form. attack against that creature.
Implacable. If the dread saurus has advantage on saving
throws against being charmed or frightened, stunned,
Reactions
Reactions

paralyzed, or incapacitated. Wounded Charge. When the dread saurus's hit points
drop to 0 or it triggers its Primal Instinct ability, it can
Primal Instinct (182 HP, Recharges after a Short or Long
use its Obliterating Charge action. After using this
Rest). When the dread saurus’s hit points drop to 182
action, the dread saurus dies if its hit points are 0.
or lower, or it becomes charmed or frightened, it enters
a rampage that lasts for one minute. Legendary Actions
Legendary Actions
Magic Resistance. The dread saurus has advantage on The dread saurian can take 3 legendary actions,
saving throws against spells and other magical effects. choosing from the options below. Only one legendary
action option can be used at a time and only at the end
Actions
Actions of another creature's turn. The dread saurian regains
Multiattack. The dread saurus can use its Frightful spent legendary actions at the start of its turn.
Presence. It then makes a claw attack against any
Check. The dread saurian makes a skill check that would
number of targets in a 10 feet long and 20 feet wide
normally require an action.
area that emanates from the dread saurus in a direction
of its choice. It can replace one of the attacks with Bite Gnaw. A creature that just ended its turn and that is
or Crushing Jaws, then it can immediately make a tail grappled by dread saurian's bite attack must make a DC
attack against any number of targets in a 30 feet long 24 Strength saving throw, taking 39 (6d12) piercing
and 20 feet wide area that emanates from the dread damage on a failed save or half as much damage on a
saurus in the opposite direction of its claw attacks. The successful one. If it fails the saving throw by 10 or
dread saurus can't move between attacks. more (DC 14), the damage is doubled. If this damage
reduces the creature to 0 hit points, it dies.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one
target. Hit: 48 (6d12 + 9) piercing damage, and the Mangle. The dread saurian makes a Claw attack. A
target is grappled (escape DC 24). Until this grapple creature hit by the attack has its speed reduced by 20
ends, the target is restrained, and the dread saurus can't feet until the end of its next turn.
bite another target. Swat. The dread saurian makes a Tail attack. If a creature
Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one fails the saving throw caused by the hit, it is pushed 30
target not grappled by the dread saurus. Hit: 30 (6d8 + feet away.
9) Slashing damage. Tenacious Will. If the dread saurian is suffering from an
Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one effect that allows it to make a saving throw as an action
target not grappled by the dread saurus. Hit: 30 (6d8 + or at the beginning or end of its next turn, it may
9) bludgeoning damage, and the target must succeed immediately make that save against the effect with
on a DC 24 Strength saving throw or be knocked prone. advantage. It can use this legendary action while
incapacitated.
Obliterating Charge (Costs 2 Actions). The dread saurian
uses its Obliterating Charge.

53
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dread Saurus Adventure Hooks Mantle of the Blazing Dawn
Strange golden patterns are etched across the dread saurus’s
d6 Plot Hook scales. As the beast charges, the markings flare and burn
1
A lizardmen force has lost control of its dread saurus, with divine radiance.
which now rampages through the jungles unchecked. Claw attacks made by the dread saurus when using its
A skink chieftain and crew atop a dread saurus howdah
Obliterating Charge ability deal an additional 10 (3d6) fire
2 roams the coastline of their jungle home, sacking every
damage and 10 (3d6) radiant damage on hit.
fledgling port town they come across.
Primal Jaws
In the face of an apocalyptic demon threat, the players The dread saurus’s teeth are etched with runes and gilded
3
have teamed up with a group of skinks and their dread with rare metal to honor the most ancient of bestial gods.
saurus. From atop dread saurus’s howdah, they ride to When the dread suarian crushes foes with its sacred jaws, it
face a demonic onslaught. awakens a primal vigor in its allies.
The players are sent to recover ancient artifacts that When the dread saurus uses its Crushing Jaws on a hostile
4 are currently being wielded by a dread saurus whose creature, it and each ally within 100 feet of it gain 20
lair lies deep in ancient jungle ruins. temporary hit points for the next minute. If the creature fails
the saving throw against Crushing Jaws, they each gain 30
The players stumble across an ancient tomb in the temporary hit points instead. If it fails by 10 or more, they
jungle cursed by an evil sorcerer. The curse has caused
5 the long-dead lizardmen inside to reanimate as undead
each gain 40 temporary hit points instead.
warriors, including a powerful dread saurus that must Rebus of the Jungle
be slain to break the curse. Stange, magical, light-bending vines grow across the dread
The Dread Ripper has awoken from an ancient slumber saurus and help mask its presence. These plants also help it
6
and begun to rampage across the world, leading a to move through dense undergrowth undetected by its prey.
crusading army of lizardmen in its wake who believe The dread saurus gets +11 to stealth checks and can move
this to be a holy war. though plants without being slowed, taking damage, being
grappled or restrained.
Dread Saurus Artifacts While dread saurus is lightly obscured, it is invisible to any
creatures more then 10 feet away form it. If the dread saurus
The dread saurus can be equipped with a magical artifact has a Howdah, the Howdah and the Creatures inside of it
that grants it additional abilities and increases its CR by 2. gain this benefit as well
Spirit Eye Figures of Dread
A mystic crystal is embedded in the dread saurus, which The dread saurus wears a massive headdress lined with
allows it to call forth primal warriors from ages past. menacing statues, amplifying its already terrifying nature
At the start of its turn, the dread saurus can summon three such that none can look upon it without experiencing mortal
specters in unoccupied spaces within 90 feet of it. The terror.
specters act immediately after the dread saurus on the same The following ability replaces the dread saurus’s Frightful
initiative count and fight until they are destroyed. They Presence:
disappear after 1 minute or when the dread saurus dies. The Dread Presence. Each creature of the dread saurus's
specters summoned with this ability have the following choice within 120 feet that is aware of it must make a DC 18
changes: Wisdom saving throw or become frightened for 1 minute. All
They are not affected by Sunlight Sensitivity. creatures have disadvantage on the saving throw unless they
They have a melee spell attack instead of Life Drain. The are within 5 feet of an ally. Creatures normally immune to
attack has a +8 to hit, a reach of 5 feet, and targets one being frightened can still be affected, but have advantage on
creature. On a hit, the attack deals 10 (3d6) force damage their saves. While frightened, the creature can only use its
actions to Dash, Disengage, Dodge, Hide, or steel its resolve.
Heart of Stone A creature that uses its action to steel its resolve can repeat
A large, eldritch stone is fused into the back of the dread the saving throw, ending the effect on itself on a success. If a
saurus. The dread saurus can use the stone to draw the creature succeeds on the saving throw or the effect ends, it
power of the earth into its body and become as unyielding as becomes immune to the dread saurus's Dread Presence for
a mountain. the next 24 hours.
At the end of the dread saurus's turn, if it has not moved on
that turn and is standing on earth or stone, it gains a +3 Howdahs
bonus to AC, saving throws, and opposed checks. This ability You can equip a dread saurus with one of the howdahs
can stack up to two times. The dread saurus loses all stacks if described in the Howdah section earlier in this document.
it moves or is forced to move. This can include any of the howdah upgrades described in
While equipped with this artifact, the dread saurus's that section as well.
Primal Instinct ability is triggered only by it becoming
charmed or frightened.

54
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dread Saurus Tactics Dread Saurus Artifact Tactics
Dread saurus upgrades can allow it to present a higher-level
Dread sauruses are extremely belligerent and consistently and more complex challenge. Here are some basic tactics for
seek to attack the largest group of enemies to inflict the most several upgrades:
damage possible. They rarely consider going after the
weakest targets. Their belligerence is so extreme that dread Spirit Eye. This is similar to the howdah in that it
sauruses will usually fight to the death, rampaging to the very compensates for the dread saurus’s weakness to ranged
end. attacks and flying creatures. The summoned spirits can
disrupt enemies the dread saurus can’t reach, and their
Dread Saurus Ripper Tactics intelligence allows them to do this in tactical ways that
The only real difference in tactics with a dread saurus ripper support the dread saurus.
involves its legendary actions, which are used in the following Heart of Stone. With this upgrade, it’s best to grab one
circumstances: target and chew it relentlessly, only moving if there’s no
Swat. This is used when dread saurus has a creature in one left to attack. It works well in combination with a
its mouth, and another creature is causing a large amount howdah.
of damage that it wishes to be rid of. Mantle of the Blazing Dawn With this upgrade, the
Mangle. If the dread saurus doesn't have any creature in dread saurus should make an obliterating charge
its mouth and is attempting to catch fleeing prey, it will whenever it can hit three or more targets.
usually use this after using an obliterating charge. Jaws of the Savage This upgrade works well in
Gnaw. The dread saurus will use this action whenever combination with a howdah or other minions.
possible, unless under the effects of a debilitating Rebus of the Jungle This upgrade allows the dread
condition where it needs to use Tenacious Will. saurus to behave more like an ambush predator. When it’s
Obliterating Charge. The dread saurus uses this action not rampaging, the dread saurus’s strategy should be to
to catch up with fleeing prey. lure targets into underbrush and darkness.
Figures of Dread This upgrade does little to change the
Dread Saurus Howdah Tactics dread saurus’s tactics.
Dread sauruses on their own are generally not a significant Dread Saurus Art Credit
threat to high-level parties as their dimwitted tactics and
basic attacks can usually be countered by the many options Scaled Behemoth - Marco Nelor, Wizards of the Coast
players have at those levels. However, a howdah allows dread Enormous Baloth - Mark Tedin, Wizards of the Coast
sauruses to be directed by intelligent creatures and should be
filled with riders equipped with ranged attacks to create a
more well-rounded threat.
The creatures in the howdah do not have to be tough, as
the +5 to all saving throws, AC from cover, and damage
reduction mean that the crew is well-defended as long as they
stay within the structure. Their job should be to eliminate
targets the dread saurus cannot reach.

55
Dread Saurus Loot Dread Saurus Ripper Loot Table:
The valuable items looted from dread sauruses will generally Looting Its Adornments
come from whatever can be harvested from them and Looting Check Result
whatever sacred items they’ve been adorned with. Harvesting or 1d20 + 7 Loot
a dread saurus’s body can usually be done using a Wisdom 1-9 2d4(5) 5,000gp Items
(Survival) or Intelligence (Nature) check. Looting their
adornments will usually involve an Intelligence (Arcana) or 10-19 2d4(5) 10,000gp Item
Intelligence (Religion) check. However, you may allow 20+ 2d4(5) 20,000gp Items
players proficient with specific tools to harvest items related
to that tool. For example, a character might make a Wisdom
(Leathworker’s Tools) check to harvest its hide. Example Dread Saurus Loot Names
Players should be able to do both forms of harvesting at The following tables provide some example names you give
once using separate checks for most dread sauruses. to different items based on their material.
If a dread saurus is equipped with an artifact, you can Example Dread Saurus Item Names (Body)
make a second roll for adornment loot. Alternatively, the
players may recover a functional magic item from the artifact. 100gp
1d6 50gp Item Item 200gp Item
Dread Saurus Loot Tables 1 Cracked Saurus Saurus Pristine Saurus
The following tables describe the number of items and value (Bone) Bone Bone Bone
of those items the players are able to loot depending on the
result of their check or the results of your roll. 2 Stringy Saurus Saurus Prime Saurus
(Flesh) Meat Meat Meat
Dread Saurus Loot Table: 3 Clotted Saurus Saurus Pristine Saurus
Harvesting The Body (Fluid) Blood Blood Blood
Looting Check Result
5 Tattered Saurus Saurus Pristine Saurus
or 1d20 + 7 Loot
(Hide) Hide Hide Hide
1-9 3d6(10) 50gp Items
10-11 3d6(10) 100gp Items Example Dread Saurus Item Names
(Adornments)
12-18 6d6(20) 100gp Item
1d4 500gp Item 1,000gp Item 2,000gp Item
19-23 9d6(30) 100gp Items
1-2
24+ 9d6(30) 200gp Items Chipped Emerald Emerald Flawless Emerald
(Gem)
3-4 Cracked Idol of Idol of the Pristine Idol of
Dread Saurus Loot Table: (Stone) the Old Ones Old Ones the Old Ones
Looting Its Adornments
Looting Check Result Example Dread Saurus Ripper Item Names
or 1d20 + 7 Loot (Body)
1-13 2d4(5) 500gp Items 1d6 500gp Item 1,000gp Item 2,000gp Item
14-24 2d4(5) 1,000gp Item 1 Cracked Elder Elder Saurus Pristine Elder
25+ 2d4(5) 2,000gp Items (Bone) Saurus Bone Bone Saurus Bone
2 Stringy Elder Elder Saurus Prime Elder
Dread Saurus Ripper Loot Table: (Flesh) Saurus Meat Meat Saurus Meat
Harvesting The Body 3 Clotted Elder Elder Saurus Pristine Elder
Looting Check Result (Fluid) Saurus Blood Blood Saurus Blood
or 1d20 + 7 Loot 5 Tattered Elder Elder Saurus Pristine Elder
1-9 3d6(10) 500gp Items (Hide) Saurus Hide Hide Saurus Hide
10-11 3d6(10) 1,000gp Items
Example Dread Saurus Ripper Item Names
12-17 6d6(20) 1,000gp Item (Adornments)
18-23 6d6(20) 2,000gp Items 10,000gp
1d4 5,000gp Item Item 20,000gp Item
24+ 9d6(30) 2,000gp Items
1-2 Chipped Flawless
Diamond
(Gem) Diamond Diamond
3-4 Cracked Relic of Relic of the Pristine Relic of
(Stone) the Old Ones Old Ones the Old Ones

56
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lord Krohc
Mummified Mage-Priest Empowered By An Undying Spirit
Habitat: Jungle; Treasure: Arcane, Individual
The sload mage-priests who survived the perilous eons
since their creation by the Old Ones are mere shadows After the dust settled, the surviving servants of the Old
compared to the greatest of their kind who existed at the Ones searched vigilantly for every scattered piece of the torn
dawn of the world. The first sload mage-priests, forged by the sage. They reunited his remains, binding them with sacred
Old Ones, were imbued with a supreme understanding of the rites and placing them once more upon his stone palanquin.
universe, granting them power surpassed only by their A golden death mask, inset with snow-white jewels for eyes,
creators. With a gesture, they could conjure hurricanes or was laid upon the body of the mighty spellcaster so that he
rivers, weave spells to raise continents from the ocean floor, might continue to witness the flow of fate.
or plunge them back into the depths. Such was their mastery To this day, Lord Krohc's remains are housed within the
over the winds of magic. most sacred temple of the Old Ones, guarded by lizardmen
Among them, the greatest was Lord Krohc, said to be the and revered by other sload mage-priests who offer tribute.
first of his kind to come into existence. No other being Lord Krohc has become a symbol of the era when the Old
possessed a deeper understanding of the Old Ones' plans for Ones' plans remained untainted. Yet, Lord Krohc remains
the world, and only the most powerful beings could rival the unconquerable, for his soul clings stubbornly to his withered
might of this unparalleled servant. Yet even his immense corpse, refusing to depart this world. Those who visit the
power was tested during the Great Cataclysm that claimed mage-priest's tomb feel the presence of his spirit, and some
the Old Ones and engulfed the world in chaos. Despite the claim divine revelations, believing that Krohc still seeks to
combined efforts of the first generation of mage-priests, their guide the children of the lost gods.
powers were barely sufficient to fend off the evil born of that In the direst times—when the enemies of the Old Ones
disaster. The salvation of the world came at a terrible cost: resurface or an omen reveals a fragment of the great plan
the loss of the greatest spellcasters to ever grace existence. demanding swift action—the sload mage-priests carry the
It is said that Lord Krohc was the last of his kind to fall. For mummified saint from his resting place, borne by his
years, he tirelessly held back an army of nightmares as vast lizardfolk guardians. When roused, the spirit of Lord Krohc
as an ocean, casting spells with enough arcane might to can draw celestial power to replicate the final spell he cast in
topple mountains. Ultimately, his horrific foes overwhelmed life. Though its destructive force is minuscule when
him, tearing him apart. With his final breath, Lord Krohc compared with the earthshaking incantation unleashed at the
unleashed a spell that swept away the remnants of his end of his life, it remains capable of grinding armies to dust
murderers, preserving what remained of the Old Ones' grand once the venerable mage-priest's spirit completes his ritual.
design.

57
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lord Krohc Actions
Actions
Large Undead, Boss, Lawful Neutral Eldritch Deliverance. Lord Krohc casts Eldritch
Deliverance. His spellcasting ability is Intelligence (spell
Armor Class 20 Initiative +14 (24) save DC 22). The spell’s effective level is increased by
Hit Points 346 (33d10 + 165) 1 for each level of power the mage priest has.
Speed 0 ft., Fly 40 ft. (hover)
Arcane Blast. Melee or Ranged Spell Attack: +14 to hit,
reach 5 ft. or range 150 ft., one creature. Hit: 18 (2d10
MOD SAVE MOD SAVE MOD SAVE + 7) Force damage.
STR 10 +0 +7 DEX 10 +0 +7 CON 18 +4 +9
Monstrous Actions
Monstrous Actions
INT 24 +7 +14 WIS 24 +7 +14 CHA 24 +7 +14
Lord Krohc gains three additional actions in combat:
Summmon Beacons, Essence Rend, and Resonating
Skills Arcana +22, History +22, Insight +22, Religion Pulse. Each action can be performed on its own
+22 initiative count (losing ties), separate from Lord Krohc’s
own, if he is not Incapacitated. He can replace any
Resistances Damage from spells action with Tenacious Will, and he can use Tenacious
Immunities Poison; Charmed, Exhaustion, Frightened, Will and Summmon Beacons even if Incapacitated.
Paralyzed, Poisoned Summmon Beacons (Initiative Count 30). Lord Krohc
Senses Truesight 120 ft., Passive Perception 17 creates four Eldritch Beacons in unoccupied spaces
within 30 feet of himself. These Eldritch Beacons last
Languages understands Celestial, Draconic, Druidic but until Initiative Count 30 of the next round. They act on
can't speak their own turns on Initiative Count 1 and can only take
Challenge 22 (41,000 XP) Proficiency Bonus +7 the Infuse action on their turn.
Essence Rend (Initiative Count 15). Melee or Ranged
Traits
Traits Spell Attack: +14 to hit, reach 5 ft. or range 150 ft., one
creature. Hit: 29 (4d10 + 7) Necrotic damage, and the
Annul. If Lord Krohc fails a saving throw, he can choose target’s soul is Rended for the next minute. While
to expend a Level of Power to succeed instead. Rended, the creature takes 22 (4d10) Necrotic damage
Hypnotic Death Mask. Whenever any creature tries to on Initiative Count 16 (losing ties) of each round. The
attack Lord Krohc for the first time on a turn, the effect ends early if the target regains 20 or more hit
attacker must make a Wisdom Saving Throw: DC 22. points in a single turn, or if a Dispel Evil and Good or
Failure: The creature is Charmed by Lord Krohc until the Greater Restoration spell is cast on the target.
end of the turn, and it must choose a new target for its Resonating Pulse (Initiative Count 5). Melee or Ranged
attack or the attack is wasted. Spell Attack: +14 to hit, reach 5 ft. or range 150 ft., one
Success: The creature can attack Lord Krohc on this creature. Hit: 29 (4d10 + 7) Thunder damage, and the
turn, but it has disadvantage on any saving throw it target is surrounded by rippling energy for the next
makes against Lord Krohc’s spells on its next turn. minute. While surrounded by rippling energy, the
Telepathic Shroud. Lord Krohc is immune to any effect creature is Restrained. If a creature other than Lord
that would sense his emotions or read his thoughts, as Krohc within 10 feet of the target casts a 1st-level or
well as to all Divination spells. higher spell, the caster takes 22 (4d10) Thunder
damage, and the rippling energy dissipates.
Bonus Actions
Bonus Actions Tenacious Will. If Lord Krohc is subject to an ongoing
Spatial Shift. Lord Krohc teleports up to 60 feet to a effect that allows a saving throw as an action or at the
point he can see, one he can visualize, or one he can start or end of his turn, he can immediately make that
describe by stating distance and direction. save with advantage, ending the effect on a success.

58
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Epic Battle: Indomitable Spirit New Spell: Eldritch Deliverance
1st-level Evocation (Warlock)
When Lord Krohc dies, you may choose to have his spirit rise
from the remains. The spirit has the same stat block as Lord Casting Time: 1 action
Krohc, except it has the following changes: Range: 30 feet
Components: V, S, M (a shard of meteorite)
The spirit loses the Golden Death Mask trait. Duration: Instantaneous
The spirit is immune to all damage, as well as being You unleash a sudden pulse of eldritch energy at a point
Charmed, Exhausted, frightened, Grappled, Paralyzed, you can see within range. Each creature in a 5-foot-radius
Petrified, Poisoned, Prone, or Restrained. sphere centered on that point must make a Constitution
The spirit can move through other creatures and objects saving throw. A creature takes 2d6 Force damage on a failed
as if they were difficult terrain. It takes 5 (1d10) Force save, or half as much on a successful one.
damage, which ignores all damage immunities, if it ends Using A Higher-Level Spell Slot. The damage increases
its turn inside an object. by 2d6, the radius increases by 5 feet, and the range
Soul Struggle: Any creature that starts its turn within 60 increases by 10 feet for each slot level above 1st.
feet of the spirit may choose to Struggle with the spirit.
The Struggle lasts as long as the creature maintains
concentration (as if concentrating on a spell) or until the
spirit dies, up to a maximum of 10 minutes. While Eldritch Beacon
Struggling with the spirit, the creature ignores the spirit’s
damage immunities. If the concentration breaks while the Medium Elemental, (Lord Krohc’s minion), Lawful
spirit is alive, the creature takes 27 (6d8) Force damage Neutral
and is Dazed* until the end of its next turn.
Armor Class 17 Initiative +3 (1)
Lord Krohc's spirit may perform an 8-hour ritual to his Hit Points 32 (5d8+10)
original body, fully restoring him, or providing a new body if Speed 0 ft., Fly 5 ft. (hover)
the original no longer exists.
When Lord Krohc has access to this ability, both forms
combined are treated as a CR 28 creature. MOD SAVE MOD SAVE MOD SAVE

STR 14 +2 +9 DEX 14 +2 +9 CON 14 +2 +9


Lord Krohc's Tactics
INT 14 +2 +9 WIS 14 +2 +9 CHA 14 +2 +9
Lord Krohc’s primary objective in battle is to protect both
himself and his Eldritch Beacons, ensuring he can gather
enough power to unleash Eldritch Deliverance and annihilate Immunities Bludgeoning, Piercing, Slashing, Poison,
his foes. He relies on his flight to stay mobile and out of reach Psychic; Charmed, Exhaustion, Frightened,
of most threats. Grappled, Paralyzed, Petrified, Poisoned, Prone,
Eldritch Deliverance. Lord Krohc casts Eldritch Restrained, Stunned, Unconscious
Deliverance every turn if possible. He prioritizes targeting the Senses Blindsight 60 ft., Passive Perception 3
maximum number of enemies, but will focus specifically on Languages —
creatures that suffer disadvantage on the saving throw due to
his Hypnotic Death Mask trait. Challenge 1 (200 XP) Proficiency Bonus +7
Summon Beacon. The Eldritch Beacons are deliberately
placed as far apart as possible to minimize the risk of being Traits
Traits
caught by area-of-effect spells.
Essence Rend. This attack is used against a creature with Immutable Form. The eldritch beacon can't shape-
the lowest AC that is not yet wounded. shift.
Resonating Pulse. This attack targets a melee martial Incorporeal Movement. The eldritch beacon can
fighter that is unable to cast spells, making it as hard as move through other creatures and objects as if they
possible to remove the resonating energy. were difficult terrain. It takes 5 (1d10) Force
Annul. Used whenever there is something incapacitating damage if it ends its turn inside an object.
Lord Krohc or preventing him from casting spells.
Actions
Actions
Lord Krohc Epic Battle Infuse. The eldritch beacon is destroyed and gives
Lord Krohc’s tactics remain relatively the same, except that Lord Krohc a Level of Power that lasts until the end
he focuses on breaking the concentration of creatures of combat or until Lord Krohc dies.
Struggling with his spirit.

59
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Example Lizardmen Endgame
Encounters
1d20 Encounter
The following are example encounters that can be used in
adventures featuring Lord Krohc and/or Lord Mazhalmundi. 17
1 Ceradon, Thunderous One, with a World Shaper
These encounters assume that Lord Krohc and Lord Engine
Mazhalmundi are a Hard challenge and are designed for 18
3 Crox Storm Warriors with the Blessing of the
parties of level 20 characters. The creatures listed here can Wind God & a Skink Priest (Lore of Heavens)
be found in the Lizardmen Compendium. 1 Saurian Astrolith Bearer & 6 Sacred Saurians with
19
1d20 Encounter the Blessing of the Protector God
1 Sload Mage-Priest (Lore of Fire) & 3 Saurian 1 Crox Ancient with the Blessing of the Protector
1 Chamber Guardians with the Blessing of the Blood 20 God, a Skink Priest (Lore of Beasts), & 4 Skink
God Behemoth Keepers
1 Sload Mage-Priest (Lore of Light) & 3 Saurian
2 Chamber Guardians with the Blessing of the Sun
God
Lord Krohc Adventure Hooks
1 Sload Mage-Priest (Lore of Beasts) & 2 Saurian d4 Plot Hook
3 Chamber Guardians with the Blessing of the Beast
God, riding atop a Horned Cold Blood Echoes of the Final Spell. An ancient battlefield, long
buried beneath volcanic rock, suddenly surges with
1 Sload Mage-Priest (Lore of Shadow) & 3 Saurian magic. Survivors whisper of glowing runes and
4 Chamber Guardians with the Blessing of the Hunter ashstorms that move against the wind. Sload seers
God 1 believe the residual energy of Lord Krohc’s final spell
1 Sload Mage-Priest (Lore of Life) & 3 Saurian has become unstable, threatening to erupt again. The
5 Chamber Guardians with the Blessing of the River adventurers must descend into the heart of the ruined
God valley to anchor the fading echo and potentially face a
remnant of Krohc's spirit.
1 Sload Mage-Priest (Lore of Death) & 3 Saurian
6 Chamber Guardians with the Blessing of the The Lost Fragment. An ancient vault believed lost since
Protector God the Great Cataclysm has been discovered—within it
lies a shard of Lord Krohc's original body, believed
1 Sload Mage-Priest (Lore of Metal) & 3 Saurian destroyed. This fragment pulses with arcane resonance,
7 Chamber Guardians with the Blessing of the Stoic 2
and several factions want it for themselves, claiming it
God holds spells lost to time. The adventurers may be
1 Sload Mage-Priest (Lore of Heavens) & 3 Saurian tasked with retrieving or destroying the fragment
8 Chamber Guardians with the Blessing of the Wind before it falls into the wrong hands.
God The Echo War. In an ancient memory vault beneath the
1 Sload Mage-Priest (Lore of High Magic) & 3 temple-city, the adventurers activate a long-forgotten
9 Saurian Chamber Guardians with the Blessing of the geomantic interface that replays the final hours of Lord
God of Fate Krohc’s last battle—complete with real enemies,
magical terrain, and Lord Krohc himself reconstructed
1 Dread Saurus, The Dread Ripper, with a Spirit Eye 3
10 as a projection of war. But something goes wrong, and
Artifact the simulation locks in place. Now fully aware, Krohc’s
echo mistakes the adventurers for agents of chaos, and
1 Saurian Elder-Blood with the Blessing of the Beast
11 God, riding a Carnosaur with the Blessing of the Sun the party must survive his wrath in a gauntlet forged
from the past.
God, and a World Shaper Engine
The Disturbed Slumber. During a full celestial alignment,
1 Dread Saurus with a Huge Sacred Howdah
12 an opportunistic faction attempts to resurrect Lord
carrying 4 Skink Behemoth Keepers
Krohc entirely, believing they can return him to life to
1 Saurian Elder-Blood & 6 Sacred Saurians with the serve their own ends. The ritual succeeds only in
13 4
Blessing of the God of Fate disorienting and enraging Krohc's spirit. The
adventurers must either subdue the rampaging entity
4 Venomous Razorsaurs with the Blessing of the
14 or complete a different ritual to bring him peace once
Stoic God, each with a Skink Behemoth Keeper
more.
1 Ancient Ceradon with a Huge Sacred Howdah
Engine of the Gods (Burning Alignment), 4 Skink
15
Behemoth Keepers, & a Skink Priest (Lore of
Heavens)
1 Carnosaur, Guldbloom's Terror, & a Skink Priest
16
(Lore of Beasts)

60
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lord Krohc Loot Example Lord Krohc Loot Names
You can give the different types of items unique names based
Most of the valuable goods that can be looted from sload on their material and value to help differentiate them from
mage-priests are the ancient relics they carry with them. one another. The following tables provide some example
However, some more macabre looters may harvest their names.
remains for materials that hold some lingering power. Most
carried valuables can be found using Intelligence Example Lord Krohc Item Names
(Investigation) or Intelligence (Arcana) checks. At the DM's 10,000gp
discretion, harvesting their bodies can be done using an 1d8 5,000gp Item Item 20,000gp Item
Intelligence (Medicine) check.
Alternatively, you can roll for the loot randomly using a flat 1 Cracked Bone Bone of Pristine Bone of
modifier. (Bone) of Krohc Krohc Krohc
2 Faded Spark of Spark of The Powerful Spark
Lord Krohc Loot Tables (Essence) The One Ones One Ones of The One Ones
The following tables describe the number of items and value
of those items the players are able to loot depending on the 5
Damaged
Diamond Masterwork
result of their check or the results of your roll. If they're (Jewelry)
Diamond
Amulet Diamond Amulet
making checks, you can have them make a separate check for Amulet
each creature they're looting or use one check for multiple Damaged Rod
creatures at once to save time. 6
of The Old
Rod of The Masterwork Rod
(Metal) Old Ones of The Old Ones
Ones
Lord Krohc Loot Table
Wilted
Looting Check Result or 7 Blossom of Pristine Blossom
1d20 + 7 Loot Blossom of The
(Plant) The Old Ones of The Old Ones
Old Ones
1-9 1 5,000gp Item
Damaged
8 Plaque of The Pristine Plaque
10-12 1 10,000gp Items Plaque of The
(Stone) Old Ones of The Old Ones
Old Ones
13-19 1d4(2) 10,000gp Item
20-24 1d4(2) 20,000gp Item Example Lord Krohc: Indomitable Spirit
25+ 1d6(3) 20,000gp Items Item Names
100,000gp 200,000gp
Lord Krohc: Indomitable Spirit Loot Table 1d8 50,000gp Item Item Item
Looting Check Result or Cracked
1d20 + 7 Loot 1 Eldritch Bone Pristine Eldritch
Eldritch Bone
(Bone) of Krohc Bone of Krohc
1-9 1 50,000gp Item of Krohc
2 Faded Will of Powerful Will of
10-12 1 100,000gp Items Will of Krohc
(Essence) Krohc Krohc
13-19 1d4(2) 100,000gp Item
3 Damaged Eye Eye of The Pristine Eye of
20-24 1d4(2) 200,000gp Item (Jewelry) of The Universe Universe The Universe
25+ 1d6(3) 200,000gp Items Damaged Rod
4 Rod of Eternal Masterwork Rod
of Eternal
(Metal) Order of Eternal Order
Order
Lord Krohc Art Credit 5
Wilted Blossom Blossom of Pristine
Captivating Cave - Lorenzo Lanfranconi, Wizards of the (Plant)
of The World's The World's Blossom of The
Coast Dawn Dawn World's Dawn
Damaged Pristine
6 Foundation of
Foundation of Foundation of
(Stone) Existence
Existence Existence

61
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Last Defender
In the annals of lizardmen history, few heroes are revered as
fervently as The Last Defender and his ferocious carnosaur Those unfortunate enough to be struck by it are tormented
steed, Grimlokk. The two are forever linked by their valor, by nightmarish visions that fracture their very psyche.
their triumphs, and their unwavering commitment to their Complementing this is a gauntlet, worn on his left arm,
people. capable of harnessing the sun's fury and releasing it in
The title of "The Last Defender" is not simply a moniker searing blasts upon his foes.
but a testament to this saurian general's valor and Grimlokk, The Last Defender’s loyal carnosaur, is a beast
determination. As waves of ravenous demons beset a key of nightmares. Larger and more ferocious than his kin, his
lizardmen city, it was The Last Defender who rallied the last dark scales are perfect for moving unseen through the dense
battalion of saurian warriors. Against overwhelming odds, jungles. While he possesses the raw power to tear enemies
they held their ground, ensuring the city's crucial artifacts apart, he shows remarkable finesse in stalking and
were safeguarded and its legacy preserved. ambushing his prey, particularly targeting those already
Physically, The Last Defender is an imposing figure. wounded to ensure their swift demise.
Towering over other saurian, his scales bear the hues of deep The bond between The Last Defender and Grimlokk
azure mixed with streaks of golden yellow, symbolizing his transcends that of warrior and mount. Grimlokk obeys every
celestial blessings. His age is marked by countless scars, command, every nuance, making their combat dance a
each narrating tales of brutal confrontations, and his eyes seamless blend of precision and brutality. They function as
shimmer with a wisdom and determination few can match. extensions of one another, coordinating their attacks to
A master tactician, The Last Defender is renowned for his maximize their impact on the battlefield.
skill in jungle warfare. He employs the dense foliage and Together, The Last Defender and Grimlokk symbolize the
treacherous terrain to stage deadly ambushes, leveraging the undying spirit of the lizardmen civilization. Their tales,
element of surprise to decimate his enemies. An aura of spoken in hushed reverence by the skinks, serve as
mystical defense surrounds him, granting divine protection to reminders of the sacrifices made and the relentless fight to
him and those nearby. In his hand, he wields a revered ensure their race's survival in a world rife with threats. Their
magical spear, said to be a gift from the gods. legacy is not just of victory, but of duty, resilience, and
undying determination.
62
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Last Defender Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 14 (2d6 + 7) piercing damage. If The Last
Medium humanoid (saurian), lawful neutral
Defender rolls a 6 on one of the d6 damage dice with
this attack, he may immediately make another bite
Armor Class 18 (natural armor) attack against the target as a bonus action.
Hit Points 287 (25d8+175)
Speed 30 ft. Spear of Dread Visions (Magic Weapon). Melee or
Ranged Weapon Attack: +13 to hit, reach 10 ft., or
range 120 ft, one target. Hit: 17 (2d8 + 8) piercing
STR DEX CON INT WIS CHA damage. If the spear is thrown, it returns to The Last
Defender's hand immediately after it is used to make a
24 (+7) 16 (+3) 24 (+7) 12 (+1) 24 (+7) 12 (+1) ranged attack.
Once, during The Last Defender's turn, when it hits a
Saving Throws Con +12, Charisma +6, Wis +12 creature with this attack, he can inflict the creature with
Skills Athletics +12, Perception +12, Stealth +13 a dread vision. At the end of each of this creature's
Condition Immunities charmed, frightened turns, it takes 2 (1d4) psychic damage per vision it is
Senses darkvision 30 ft., passive Perception 22 suffering from. A creature can have multiple visions
Languages Draconic simultaneously, and if it is suffering from three or more
Challenge 15 (5,900 XP) Proficiency Bonus +5 visions, it is blinded and has disadvantage on
Intelligence, Charisma, and Wisdom saving throws and
Ambusher. The Last Defender has advantage on attack checks until the visions are removed.
rolls against any creature he has surprised. Visions can be removed by the remove curse spell or
any effect that can remove the blinded condition. A
Jungle Stalker. The Last Defender has advantage on creature with visions or another creature within 5 feet
Dexterity (Stealth) checks made to hide using foliage can make a DC 15 Wisdom (Insight) check as an action,
and may do so even if he is only lightly obscured. ending all visions on a success.
Additionally, The Last Defender can move through A creature with Truesight cannot gain these visions,
plants without being slowed, taking damage, or being and all visions are removed if a creature gains Truesight.
grappled or restrained by them.
Hand of Gods (Magic Weapon). Ranged Spell Attack:
Primal Command. The Last Defender has a 30-foot aura +12 to hit, range 100 ft., one target. Hit: 20 (4d10)
of command. If The Last Defender is not rampaging, Radiant damage.
each other friendly rampaging creature of The Last
Defender's choice has its rampaging condition Tail Trip. Melee Weapon Attack: +12 to hit, reach 5 ft.,
suspended while within the aura. one target. Hit: 16 (2d8 + 7) bludgeoning damage. If
the target is a creature, it must succeed on a DC 20
Spear Master. Spear attacks made by The Last Defender Strength saving throw or be knocked prone.
deal one extra die of their damage when he hits with
them, has a range of 120 ft, gains the reach feature, Sacred Aura (Recharges after a Short or Long Rest). The
and can gain the Versatile damage of the weapon while Last Defender summons a 30-foot mystical aura that
using one hand. (all included in the attack). lasts as long as he maintains concentration on it for up
to 10 minutes (as if concentrating on a spell). Creatures
Mounted Markman. While The Last Defender is of The Last Defender's choice in the aura's radius have
mounted, he does not suffer disadvantage on ranged advantage on all saving throws.
attacks due to a hostile creature being within 5 feet of
him. Reactions
Reactions

Actions
Actions
Sacred Wrath. In response to a creature under the
effects of The Last Defender's Sacred Aura being
Multiattack. The Last Defender may use his Sacred Aura. damaged by another creature, The Last Defender can
He then makes four attacks, each one with a different force the creature who inflicted the damage to make a
weapon. DC 20 Charisma saving throw. That creature takes 16
(3d10) radiant damage on a failed save, or half as much
damage on a successful one.

63
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Grimlokk Mangled Ligaments. If Grimlokk hits a creature that has
three or more carnosaur wounds with a Bite or Claw
Huge monstrosity, unaligned
attack, it mangles that creature. Until the mangled
creature's carnosaur wounds are healed, its speed is
Armor Class 18 (natural armor) halved, and it has disadvantage on attacks, checks, and
Hit Points 287 (25d12 + 125) saving throws that use Strength, Dexterity, or
Speed 50 ft. Constitution.

Actions
Actions
STR DEX CON INT WIS CHA
Multiattack. Grimlokk can use its Frightful Presence. It
26 (+8) 16 (+3) 20 (+5) 6 (-2) 18 (+4) 12 (+1) then makes three attacks: one with its bite, one with its
claws, and one with its tail. It can't make its tail attack
Saving Throws Str +13, Dex +8, Int +3 against the same targets of its claw and bite attack.
Skills Perception +9, Stealth +13
Condition Immunities charmed, frightened Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one
Senses darkvision 60 ft., passive Perception 19 target. Hit: 34 (4d12 + 8) piercing damage. If the target
Challenge 15 (13,000 XP) Proficiency Bonus +5 is a creature, it sustains two carnosaur wounds and is
grappled (escape DC 18). Until this grapple ends, the
target is restrained, and Grimlokk can't bite another
Ambusher. Grimlokk has advantage on attack rolls
target. At the end of each of the wounded creature's
against any creature it has surprised. turns, it takes 2 (1d4) necrotic damage per carnosaur
Frightful Presence. Each creature of Grimlokk's choice wound it has sustained. Carnosaur wounds can be
that is within 120 feet of Grimlokk and aware of it must healed if the creature regains 10 or more hit points or
succeed on a DC 17 Wisdom saving throw or become if a use of a healer's kit is expended on it. Alternatively,
frightened for 1 minute. A frightened creature repeats the wounded creature or another creature within 5 feet
the saving throw at the end of each of its turns, ending can make a DC 15 Wisdom (Medicine) check as an
the effect on itself on a success. If a creature’s saving action, ending all carnosaur wounds on a success.
throw is successful or the effect ends for it, the Claws. Melee Weapon Attack: +13 to hit, reach 10 ft.,
creature is immune to Grimlokk's Frightful Presence for one target. Hit: 17 (2d8 + 8) slashing damage. If the
the next 24 hours. target is a creature, it sustains a carnosaur wound as
Jungle Stalker. Grimlokk has advantage on Dexterity described in the Bite attack.
(Stealth) checks made to hide using foliage and may do Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one
so even if it is only lightly obscured. Additionally, target. Hit: 21 (3d8 + 8) bludgeoning. If the target is a
Grimlokk can move through plants without being creature, it must succeed on a DC 21 Strength saving
slowed, taking damage, or being grappled or restrained throw or be knocked prone.
by them.
Keen Smell. Grimlokk has advantage on Wisdom Bonus Action
Bonus Action

(Perception) checks that rely on smell. Blood Tracking. Grimlokk learns the exact location of
each creature with a carnosaur wound within 300 feet
of it. It then may move up to 25 feet toward a creature
with a carnosaur wound without provoking attacks of
opportunity.

64
Epic Encounter:
The Defender & The Beast
If you wish to combine The Last Defender and Grimlokk in
one encounter, you can grant them the following shared
abilities. When using these abilities, treat them as a CR 25
creature for the purposes of XP and encounter difficulty.
Attuned to the Beast: When Grimlokk serves as The Last
Defender's mount, The Last Defender can direct Grimlokk to
take the Attack action once during each of The Last
Defender's turns. If either Grimlokk or The Last Defender is
reduced to 0 hit points, the other enters a Rampage state that
lasts for one minute. While in this Rampage, they have
advantage on attack rolls and deal an additional 11 (2d10)
damage on successful hits.
Shared Legendary Actions
Grimlokk and The Last Defender possess a joint pool of 3
legendary actions when they are engaged in combat together,
choosing from the options detailed below. Only one legendary
action option can be used at a time between both of them and
only at the end of another creature's turn. They regain their
expended legendary actions at the start of The Last
Defender's turn. Should one of them fall, the other retains the
ability to use these actions for the subsequent hour.
Check. Either Grimlokk or The Last Defender can perform
a skill check that would ordinarily require an action.
Movement. Grimlokk or The Last Defender can move up
to 30 feet without provoking attacks of opportunity. Should
Grimlokk or The Last Defender come within 5 feet of each
other during this movement, The Last Defender can instantly
mount Grimlokk, provided he has a movement speed of 5ft or
more. Additionally, he can opt to dismount Grimlokk at any The Last Defender Adventure Hooks
time during this movement. d4 Plot Hook
Claw. Grimlokk makes a claw attack.
Spear. The Last Defender makes an attack with the Spear The Relic's Defender: The players discover a map that
of Dread Visions. If the attack hits a creature, that creature is points to a lost lizardmen relic of immense power.
afflicted with a vision (described in the attack description). However, The Last Defender has been tasked to
1 safeguard such relics from outsiders. As the players
Tenacious Will. If either Grimlokk or The Last Defender is venture closer to the relic's location, they find
suffering from an effect that allows it to make a saving throw themselves being stalked and ambushed by Grimlokk
as an action or at the beginning or end of its next turn, it may and his rider.
immediately make that save against the effect with
advantage. This legendary action can be used while The Eternal Last Stand: The players come across ruins
incapacitated. depicting ancient battles of The Last Defender and
Deadly Onslaught. (Costs 2 Actions) Both Grimlokk and Grimlokk in a glorious last stand against hordes of
The Last Defender launch a wild barrage of attacks. Every 2 demons. As they delve deeper, they unintentionally
creature within 5 feet of either of them must make a DC 20 awaken these echoes, forcing them to relive the epic
Dexterity saving throw. On a failed save, a creature takes 13 confrontations of the past either against or alongside
(3d8) slashing damage and is inflicted with a carnosaur The Last Defender.
wound (as described in Grimlokk's Bite attack). However, if a Jungle Pursuit: The players are given a mission to track
creature that fails the save is within 5 feet of both The Last down a renegade mage who's taken refuge in the
Defender and Grimlokk, it sustains two wounds. 3
jungles. However, the mage has manipulated The Last
Roar of Reckoning. (Costs 2 Actions) Grimlokk and The Defender into believing the players are enemies. The
Last Defender simultaneously emit powerful, divine roars in players must evade the relentless pursuit of Grimlokk
twin 120-foot cones. Any creature other than Grimlokk and and his rider while trying to complete their mission.
The Last Defender in the area of either cone must make a The Defender's Aid: The players' jungle mission puts
DC 20 Wisdom saving throw. On a failure, it loses them in conflict with The Last Defender's duty. Yet, a
concentration, is knocked prone, and is inflicted with a vision larger threat emerges that jeopardizes both their
(as described in The Last Defender's Spear of Dread Visions 4
objectives. The players must convince The Last
attack). If a creature is in the area of both cones, it receives Defender to join forces. Will he work with them or
two visions on a failed save. continue to see them as foes?

65
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Last Defender
& Grimlokk Tactics
The Last Defender is a masterful warrior known for his
strategic prowess. He often waits for the opportune moment
to ambush foes and unleash his unique abilities. His loyal
companion Grimlokk, follows his every command, creating
potent synergy between their capabilities.
Wounds and Visions: Both The Last Defender and
Grimlokk have abilities that can stack damaging effects on
enemies. These effects become highly debilitating at three
stacks. In combat, prioritize stacking these effects.
Sacred Wrath: The Last Defender's Sacred Wrath
reaction is reserved for adversaries with low Charisma, who
will likely fail the saving throw.
Blood Tracking: This aids The Last Defender and
Grimlokk in relentlessly pursuing wounded enemies.
Starting Turn: Begin by stealthily approaching targets
with The Last Defender mounted on Grimlokk. Once in
position, Grimlokk should use its Frightful Presence and the
defender should use his Sacred Aura. Focus the initial
attacks on the most vulnerable enemy. If needed, leverage
Grimlokk's ability to move with legendary actions to close
distance.
The Last Defender's Multiattack Sequence:
Initiate with a Tail Trip attack, followed by a Bite attack on
the same target.
Make the spear attack against the enemy with the most
visions, even if the target is at a distance.
For foes beyond Grimlokk's reach, such as flying enemies,
use the Hand of Gods attack.
Grimlokk's Multiattack Sequence:
Begin with a bite attack to grapple and restrain a target.
Take advantage of the grappled foe by using a claw attack
against it.
After a bite and claw, it may make sense to carry a
grappled target away from allies who could help it. Either
way, Grimlokk should make a tail attack against another
target if able.
The Last Defender & Grimlokk's Legendary Actions:
Movement: The Last Defender can mount/dismount
Grimlokk. Beyond closing this to close in on foes, they can
also coordinate their movement to strategically split
opponents. For example, Grimlokk could grapple a
paladin with a protective aura and carry him away from
the party, leaving them with The Last Defender.
Claw or Spear: Choose which of these attacks to use
based on which debuff stack (wounds or visions) is closer The Last Defender Art Credit
to 3 on the target. Karsus Depthguard - Tyler Jacobson, Wizards of the Coast
Roar of Recking & Deadly Onslaught: Use either of Ghalta, Primal Hunger - Chase Stone, Wizards of the
these abilities if you can affect four or more targets. These Coast
abilities are important ways to quickly stack wounds and Dragonskull Summit - Alayna Danner, Wizards of the
visions on targets. Coast
Important Note: Once either The Last Defender or Spear of Heliod - Yeong-Hao Han, Wizards of the Coast
Grimlokk falls in battle, the tactical strategies outlined above Ghalta, Primal Hunger (Rivals of Ixalan Promo) - Johann
no longer apply. Bodin, Wizards of the Coast

66
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Grimlokk & Epic Encounter Loot Table
The Last Defender Loot Looting Check Result
or 1d20 + 7 Loot
Valuable items looted from Grimlokk will generally come
from whatever can be harvested from it. This harvesting can 1-9 1 50,000gp Item
usually be done using a Wisdom (Survival) or Intelligence 10-12 1d4(1) 50,000gp Items
(Nature) check. However, you may allow players proficient
with specific tools to harvest items related to that tool. For 13-18 1 100,000gp Item
example, a character might make a Wisdom (Leathworker’s 19-25 1d4(2) 100,000gp Items
Tools) check to harvest the hide of a carnosaur. Alternatively,
you can roll for the loot randomly using a flat modifier. 26+ 1d4(2) 200,000gp Items
Because saurian are humanoids, most of the valuable
goods that can be looted from The Last Defender are the Example Loot Names
remains of the equipment he was using or valuables he was You can give the different types of items unique names based
carrying. Most dropped valuables can be found using an on their material and value to help differentiate them from
Intelligence (Investigation) check. one another. The following tables provide some example
If you are combining Grimlokk and The Last Defender for names.
a single epic boss battle, you can have them drop some truly
valuable artifacts. These artifacts can be harvested or found Example Grimlokk Item Names
the same way you find loot from The Last Defender. Though, 1d4 200gp Item
you may change the checks to Intelligence (Religion) or
Intelligence (Arcana) depending on the nature of the artifacts. 1
Pristine Carnosaur Bone
As an alternative to making any checks, you can roll for the (Bone)
loot randomly using a flat modifier. 2
Prime Carnosaur Meat
(Flesh)
Grimlokk &
3
The Last Defender Loot Tables (Fluid)
Pristine Carnosaur Blood
The following tables describe the number of items and value
of those items the players are able to loot depending on the 5
Pristine Carnosaur Hide
result of their check or the results of your roll. If they're (Hide)
making checks, you can have them make a separate check for
each creature they're looting or use one check for multiple Example Last Defender Item Names
creatures at once to save time. 1,000gp
1d4 500gp Item Item 2,000gp Item
Grimlokk Loot Table
Looting Check Result or 1d20 + 7 Loot 1 Cracked Relic
Relic Skull Pristine Relic Skull
(Bone) Skull
1-8 2d4(5) 200gp Item
2 Damaged Star Star Ruby Masterwork Star
9-10 2d6(7) 200gp Items (Jewelry) Ruby Amulet Amulet Ruby Amulet
11-17 3d6(10) 200gp Items 3 Damaged Ancient Pristine Ancient
(Hide) Ancient Scales Scales Scales
18-23 4d6(14) 200gp Items
24+ 5d6(17) 200gp Items 4 Damaged Relic Masterwork Relic
Relic Blade
(Stone) Blade Blade
The Last Defender Loot Table
Example Epic Encounter Item Names
Looting Check Result or 1d20 + 7 Loot
50,000gp Item 100,000gp Item 200,000gp Item
1-9 1d4(2) 500gp Item
Damaged Heirloom Heirloom of the Pristine Heirloom
10-12 1d6(3) 500gp Items of the Old Ones Old Ones of the Old Ones
13-18 1d4(2) 1,000gp Items
19-24 1d6(3) 1,000gp Items
25+ 1d4(2) 2,000gp Items
Heirlooms of the Old Ones
These items are so rare they will typically deserve
special descriptions and even lore background,
giving them more relevance to the setting.

67
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lord Mazhalmundi
Ancient Mage-Priest & Arbiter of The Great Plan
Habitat: Jungle; Treasure: Arcane, Individual
Among the hoary mage-priests who, in ages past, wielded
immense magical power to shape the world according to the As the ages passed, Mazhalmundi remained motionless
designs of the Old Ones, none surpass Lord Mazhalmundi in within his golden temple, hidden in the deepest jungles and
age or arcane might. These ancient spellcasters were created protected by vigilant lizardmen who guarded the ancient sage
to enact the will of godlike beings from beyond the stars— for generations, awaiting his awakening.
creatures who came to a primordial world and sought to In recent days, as the younger races arrogantly journey to
mold it into a perfect design. Of those mage-priests who still forgotten lands to plunder and conquer, many relics left
survive into the present age, Mazhalmundi stands alone as behind by the Old Ones have fallen into the hands of fools
the greatest. His power eclipses that of his peers, and his with no reverence or understanding of their true power. In his
mind still carries echoes of the instructions handed down by transcendent state, Mazhalmundi sensed this growing threat
the Old Ones themselves. —and he rose once more. Over countless years, he had
At the dawn of the world, Mazhalmundi was instructed in purged his mind of the corruption that hinders his brethren
the arcane arts by the greatest of the mage-priests—those and reclaimed a portion of his former might. He has now
who spoke directly with the Old Ones themselves. So vast determined what must be done to continue the Old Ones’
was his power that he could topple mountains and carve designs.
gaping rivers, shaping the world to the specifications of his Mazhalmundi has concluded that before any new phase of
divine creators. Yet, even with the mage-priests' masterful the plan can begin, all species not crafted by the Old Ones
spellcraft and the Old Ones’ unmatched might, their vision must be eliminated—for their very existence disrupts the
for the world was never fulfilled. A calamity of unimaginable divine blueprint and halts the progress of its orderly
magnitude befell the planet, causing the Old Ones to vanish— fulfillment.
whether slain in the cataclysm or abandoning their creations With these revelations fixed within the spellcaster’s
remains a mystery, even to the most learned mage-priests. unfathomable mind, his pronouncements echo psychically
Those who survived the initial devastation were soon across the world. The oracles and lesser mage-priests of the
assailed by abominations born from the chaos, which ravaged lizardmen have heard his decree and gathered their forces to
the land and plunged it into further discord. purge the mistakes that plague the world.
In the wars that followed, all of the greatest mage-priests As for Mazhalmundi himself, he prepares to leave his
were lost in battle. Mazhalmundi and many of his kin had sanctum, placing his great stone palanquin upon the fiercest
their minds tainted by the same chaos that had unmade the of ceradon bound to his will. Atop this mighty beast, those he
realms—their thoughts and calculations obscured by the deems unworthy of the Old Ones' plan are swept aside with a
disorder that flowed about them like a thick fog. Many wave of his amphibious hand, as the winds of magic bend to
entered deep trances in an effort to realign their minds and fuel his devastating incantations. Once Mazhalmundi passes
discern what must be done now that the Old Ones no longer judgment, no plea or protest can sway him—for the Great
guided their path. Work permits no clemency.

68
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Epic Battle: Herald of The Great Plan Devastation of Cities
If you wish to make Mazhalmundi into a true threat worthy of You may give Mazhalmundi the Devastation of Cities set of
providing the final battle to a campaign, you may have him actions described below; this increases his CR by 2.
ride atop his mighty ceradon steed Zloq. Together, they have
a CR of 29.

The Devastation of Cities


Cosmic Power. When Mazhalmundi rolls initiative,
he selects a point he can see and calls upon the
Cosmic Powers to rend the earth. These entities,
which possess an Intelligence of 24, act
autonomously and always in Mazhalmundi’s best
interest. For the next minute, or until Mazhalmundi
dies, the Cosmic Powers remain active. While
active, they are aware of the location of any
creature within 120 feet of the chosen point.
Tremors - Occurs On Initiative Count 30 (Losing
Ties). The Cosmic Powers select a point within 300
feet of Mazhalmundi. A shockwave erupts from
that point, forming a 90-foot-long, 30-foot-wide
wave of upheaval that travels along the ground in a
direction of the Powers’ choosing. The affected
area becomes difficult terrain and begins to shake
violently. Each creature of the Cosmic Powers’
choice standing on the ground in the area must
succeed on a Dexterity Saving Throw: DC 24.
Failure: The creature is knocked Prone and
cannot stand unless it uses all of its movement to
do so on its next turn.
Failure By 5+: The creaure becomes buried, as
the ground collapses beneath it. A buried creature
is Restrained. Any creature, including the buried
one, can use its action to free it with a DC 24
Strength check. This check has advantage if the
creature attempting it has a Burrow speed.
Fissure - Occurs On Initiative Count 0 (Losing
Ties). The affected ground collapses, forming a
fissure 40 feet deep and as wide as the original
tremors. If the terrain is shallower than 40 feet, the
fissure opens into whatever lies beneath (such as
caverns or lava). Each creature and unattended
object in the area must make a Dexterity Saving
Throw: DC 24.
Failure: The creature falls Prone and into the
fissure, taking 6d6 Bludgeoning damage, plus any
damage from falling.
Failure By 5+: The creature is buried under
rubble. A buried creature is Restrained. Any
creature, including the buried one, can use its
action to free it with a DC 24 Strength check, with
advantage if the rescuer has a Burrow speed.

69
Lord Mazhalmundi Telepathic Shroud. Mazhalmundi is immune to any
effect that would sense his emotions or read his
Large Celestial, Boss, Lawful Neutral
thoughts, as well as to all Divination spells.

Armor Class 20 Initiative +16 (26) Actions


Actions
Hit Points 370 (39d10 + 156)
Cobara Mace. Melee Weapon Attack: +15 to hit, reach
Speed 0 ft., Fly 40 ft. (hover) 10 ft., one target. Hit: 21 (4d6 + 7) Bludgeoning
damage plus 18 (4d8) Poison damage. At the end of
MOD SAVE MOD SAVE MOD SAVE the turn, each creature hit by this attack must make a
Constitution Saving Throw: DC 24
STR 10 +0 +8 DEX 10 +0 +8 CON 18 +4 +11
Failure: The target is Poisoned. While Poisoned, the
INT 24 +7 +15 WIS 24 +7 +15 CHA 24 +7 +15 target can't concentrate on spells and all attunment to
any magic items it has is suppressed . The target can
repeat the saving throw at the end of each of it's turns,
Skills Arcana +23, History +23, Insight +23, Religion ending the effect on a success.
+23
Spellcasting. Mazhalmundi is a spellcaster. His
Immunities Charmed, Frightened, Prone spellcasting ability is Intelligence (spell save DC 24,
Senses Truesight 120 ft., Passive Perception 17 +15 to hit with spell attacks).
Languages Undedstands, Celestial, Draconic, Druidic At Will: Commune, Detect Magic, Dispel Magic (9th
but can't speak. level), Disruptive Pulse* (8d8), Guidance, Mage Hand,
Prestidigitation, Scrying, Sending, Thaumaturgy
Challenge 26 (90,000 XP) Proficiency Bonus +8 1/day: Eruption*, Horrid Wilting**, Maddening
Darkness**, Psychic Scream**, Rebounding Blades*,
Traits
Traits Storm of Renewal*, Sunburst, Titanic Growth*, Wrath
of the Four Winds*
Adaptive Healing. At the end of Mazhalmundi turn, he
chooses one damage type other than force. At the start Bonus Actions
Bonus Actions
of his next turn he regains 30 hit points. If
Mazhalmundi takes 10 or more of the chosen damage Spacial Shift. Mazhalmundi teleports himself and the
type in a single turn, this trait doesn’t function at the creature he is mounted on up to 60 feet to a point he
start of his next turn. Mazhalmundi dies only if he starts can see. The destination can be a place he can visualize
his turn with 0 hit points and doesn’t regenerate. or one he can describe by stating distance and
direction.
Harmonic Shield. Mazhalmundi has a shield with 3
charges. If he fails a saving throw, he can choose to Monstrous Actions
Monstrous Actions

spend a charge to succeed instead. At the start of his Mazhalmundi gains two additional actions in combat:
turn, the shield regains all of its charges. It can never Cobra Strike and Siphon Fear. Each action can be
have more than 3 charges at any time. A creature within performed on its own initiative count (losing ties),
15 feet of Mazhalmundi can use its action or bonus separate from Mazhalmundi's own, if he is not
action to make a DC 24 Intelligence (Arcana) check to Incapacitated.
attempt to disrupt the shield.
Failure: The creature takes 16 (3d10) Force damage. Cobra Strike (Initiative Count 20). Mazhalmundi or a
Failure by 10+: The creature takes 33 (6d10) Force creature he is mounted on moves up to 40 feet, and
damage. then Mazhalmundi makes an attack with his Cobara
Success: Mazhalmundi loses 1 charge. Mace.
Success by 10+: Mazhalmundi loses 2 charges. Mage-Lord's Magic (Initiative Count 10). Mazhalmundi
Mage Lord's Warding. Mazhalmundi can choose to casts a spell.
ignore the effects of any of his own spells.
Reactions
Reactions
Mind of Stone. Mazhalmundi’s concentration cannot be
broken as a result of taking damage, and he can Counterspell. Mazhalmundi casts Counterspell, using
concentrate on two spells at once. If Mazhalmundi Intelligence as his spellcasting ability.
loses concentration, he loses concentration on both *New spell described at end of document
spells. **Spell Found in Xanathar's Guide to Everything

70
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Zloq Gore. Melee Weapon Attack: +15 to hit, reach 5 ft., one
target not in Zloq’s space. Hit: 24 (3d10 + 7) Piercing
Huge Monstrosity, Minion of Mazhalmundi, Unaligned
damage. If Zloq moves at least 20 feet straight toward
the target before making this attack, the target takes an
Armor Class 20 (Natural Armor) Initiative -1 (9) additional 16 (3d10) Piercing damage. If the target is a
Hit Points 337 (25d12 + 175) creature, Zloq impales it on its horns, grappling it if it is
Speed 30 ft Large or smaller (escape DC 24). While grappled, the
target is Restrained and takes 24 (3d10 + 7) Piercing
MOD SAVE MOD SAVE MOD SAVE damage at the start of each of Zloq’s turns—or 40
(6d10 + 7) if Zloq is Rampaging. Zloq cannot use its
STR 24 +7 +7 DEX 9 -1 +7 CON 24 +7 +7 Gore attack while a creature is impaled this way.
INT 2 -4 +4 WIS 16 +3 +11 CHA 14 +2 +10 Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one
target. Hit: 20 (3d8 + 7) Piercing damage.

Skills Perception +11 Stomp. Melee Weapon Attack: +15 to hit, reach 5 ft.,
one target. Hit: 20 (2d12 + 7) Bludgeoning damage. If
Immunities Charmed, Frightened the target is Prone and in the same space as Zloq, the
Senses Passive Perception 21 attack instead deals 33 (4d12 + 7) Bludgeoning
damage. If Zloq is Rampaging and the target is Prone,
Languages None the attack is a critical hit, and the creature is paralyzed
Challenge 18 (20,000 XP) Proficiency Bonus +8 until the start of Zloq’s next turn.
Trample. Zloq moves up to its speed in a straight line.
Traits
Traits
During this movement, it can attempt to enter the
spaces of Large or smaller creatures if it has moved at
Implacable. Zloq has advantage on saving throws least 10 feet in a straight line beforehand. A creature
against being Charmed, Frightened, Incapacitated, whose space Zloq would enter must make a Dexterity
Stunned, or Paralyzed. or Strength Saving Throw (target’s choice): DC 24.
Failure: The creature falls Prone, takes 20 (2d12 + 7)
Beast of the Mage Lord. Zloq can choose to ignore any
Bludgeoning damage, and Zloq moves into its space.
of the effects of Mazhalmundi’s spells.
Successful Dexterity Save: The creature takes no
Primal Revenge. When Mazhalmundi dies, Zloq enters a damage, is not knocked Prone, and is pushed 5 feet to
Rampage* that lasts for 1 minute. the nearest space out of Zloq’s path.
Massive Behemoth. Any creature mounted on Zloq Successful Strength Save: The creature takes half
damage, is not knocked Prone, and Zloq’s movement
benefits from half cover.
ends.
Unstoppable. Zloq’s movement is unaffected by difficult If Zloq ends its movement in a Prone creature’s space,
terrain, and spells or other magical effects can neither that creature is also Restrained until it is no longer in
reduce its speed nor move or teleport it against its will. the same space as Zloq. While Restrained in this way,
the creature, or another creature within 5 feet of it, can
Actions
Actions use an action to make a DC 24 Strength check. On a
Multiattack. Zloq makes a Stomp attack against any success, the Restrained creature is pulled to an
number of creatures within 5 feet of it, then makes unoccupied space of its choice within 5 feet of Zloq
either a Gore or Bite attack. It can forgo all of its Stomp and is no longer Restrained.
attacks to instead use its Trample action.
Reactions
Reactions

Armoured Crest. Trigger: An attacker that Zloq can see


makes an attack roll against it or a creature within 5
feet of it.
Response: Zloq imposes disadvantage on the attack
roll.
*New condition described on next page

71
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
New Condition: Rampaging
The creature loses its free will as it enters a
mindless rampage. Rampages last for up to one
minute and have the following effect on a creature
unless an ability states otherwise:
Any Charmed or Frightened effects on the
creature are suspended.
The creature can't cast spells or maintain
concentration on spells or other effects.
On each of its turns, the creature must take the
Attack action against the nearest hostile
creature it can see within range. After attacking,
it can't move for the rest of its turn.
Mazhalmundi Tactics If no targets are within range, it must move
Unlike typical spellcasters, Mazhalmundi leverages his cobra toward the nearest hostile creature it is aware
mace, immunity to his own spells, and mount Zloq to engage of by the safest route. If it comes within range
enemies up close. If Zloq dies, he falls back, keeping distance during this movement, it immediately takes the
and striking lone vulnerable targets with his mace. Attack action against it and then can’t move
further.
Mazhalmundi casts spells in the following priority order, If it is still not within range after moving, it
adapting based on circumstances (e.g., enemy positions, must take the Dash action to continue
statuses, or threats): approaching the nearest hostile creature.
1. Titanic Growth: Cast on Zloq pre-combat if possible. (If
he cannot cast it before combat starts, he prioritizes
casting it immediately after Maddening Darkness.)
2. Maddening Darkness: Cast to maximize upfront damage Melee and Utility Actions:
before foes close in. Mazhalmundi is unaffected, so he Cobra Mace: Use on unpoisoned targets, prioritizing
centers it on himself for optimal coverage.
3. Psychic Scream: Prioritize hitting as many targets as spellcasters or those attuned to multiple powerful magic
possible. items.
4. Eruption: Target clusters of low-Dexterity or Stunned Shift: Reposition Zloq to trample multiple targets. Avoid
foes. Alternatively, cast into a fissure from The Ruination teleporting if Zloq already has Restrained targets.
of Cities if 2+ creatures are trapped inside. Adaptive Healing: Each turn, select a damage type
5. Wrath of the Four Winds: Use to shove low-Strength or Mazhalmundi believes enemies cannot easily exploit
Stunned targets back into Maddening Darkness/Eruption against him.
zones, or reposition them for Zloq's trample. Zloq Tactics
6. Horrid Wilting: Target as many low-Constitution foes as Zloq capitalizes on openings from Mazhalmundi's spells (e.g.,
possible. Psychic Scream or Wrath of the Four Winds) by charging in
7. Storm of Renewal: Cast if Mazhalmundi or Zloq are to skewer foes on his horns, then dragging them into
Bloodied, or if either has suffered Poison, Blindness, or Maddening Darkness or Eruption zones for more damage.
Paralysis.
8. Sunburst: Target groups of low-Constitution enemies. The Ruination of Cities
9. Rebounding Blades: Hit clusters of low-Dexterity targets. These actions create fissures along the ground to block
Zloq can restrain foes in position to ensure they take escaping foes (e.g., from Maddening Darkness) or drop
returning blade damage. Stunned targets into hazards.

72
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lord Mazhalmundi Adventure Hooks Lord Mazhalmundi Loot Table
d4 Plot Hook Looting Check Result or
1d20 + 7 Loot
The Unraveling Fault. Lord Mazhalmundi has declared
that a tectonic rift must be widened to realign 1-9 1 50,000gp Item
continental convergence according to the Old Ones’
10-13 1d4(2) 50,000gp Items
plan. To achieve this, he commands vast magical
1 energies to rupture a heavily populated region, 14-20 1 100,000gp Item
triggering earthquakes and awakening ancient
volcanoes. As refugees flee and the land begins to 21-24 1d4(2) 100,000gp Item
shatter, the adventurers must uncover what cosmic 25+ 1 200,000gp Items
threat he perceives and how to end the devastation.
Lost & Found. A rising religious order worships the Old Lord Mazhalmundi Epic Battle Loot Table
Ones in flawed, human-centric terms, and Looting Check Result or
Mazhalmundi deems them a heretical threat to ancient 1d20 + 7 Loot
2
world-runes buried beneath their temple. He
commands their immediate extermination, and 1-8 1d6(3) 100,000gp Item
lizardfolk armies march in silence to fulfill his decree. 9-11 2d4(5) 100,000gp Items
The Star That Should Not Shine. When a new celestial 12-18 1d6(3) 200,000gp Item
body appears in the sky, Mazhalmundi identifies it as a
remnant of an ancient foe and begins constructing a 19-23 2d4(5) 200,000gp Item
titanic beacon to tear it from the heavens. Scholars and 24+ 2d6(7) 200,000gp Items
3 star-priests warn that disturbing the star could unravel
planar stability, but the mage-priest remains unmoved.
To prevent a cosmic rupture—or prove the star’s true Example Lord Mazhalmundi Loot Names
purpose—the adventurers must act before the beacon You can give the different types of items unique names based
ignites. on their material and value to help differentiate them from
The Fallen Void Vessel. An enormous object crashes in
one another. The following tables provide some example
the distant jungle—sleek, alien, and clearly artificial.
names.
Mazhalmundi declares it a remnant of the Old Ones' Example Lord Mazhalmundi Item Names
final departure and orders it sealed, even as explorers
4 100,000gp 200,000gp
and empires rush to claim it. The adventurers may be
hired by a faction to reach the wreck, discover its 1d8 50,000gp Item Item Item
contents, or determine why the mage-priest wants it Cracked Bone Pristine Bone
locked away. 1 Bone of
of of
(Bone) Mazhalmundi
Mazhalmundi Mazhalmundi
Lord Mazhalmundi Loot Powerful Will
2 Faded Will of Will of
Most of the valuable goods that can be looted from sload (Essence) Mazhalmundi Mazhalmundi
of
mage-priests are the ancient relics they carry with them. Mazhalmundi
However, some more macabre looters may harvest their Damaged Pristine
remains for materials that hold some lingering power. Most 3 Eye/Brain/Heart
Eye/Brain/Heart
of
Eye/Brain/Heart
carried valuables can be found using Intelligence (Flesh) of
Mazhalmundi
of
(Investigation) or Intelligence (Arcana) checks. At the DM's Mazhalmundi Mazhalmundi
discretion, harvesting their bodies can be done using an Clotted Blood
Intelligence (Medicine) check. 4
of of
Blood of Fresh Blood of
Alternatively, you can roll for the loot randomly using a flat (Fluid)
Mazhalmundi
Mazhalmundi Mazhalmundi
modifier.
5 Damaged Eye Eye of The Pristine Eye of
Lord Mazhalmundi Loot Tables (Jewelry) of The Universe Universe The Universe
The following tables describe the number of items and value Damaged Rod Masterwork
of those items the players are able to loot depending on the 6
of Eternal
Rod of Eternal
Rod of Eternal
result of their check or the results of your roll. If they're (Metal)
Order
Order
Order
making checks, you can have them make a separate check for
each creature they're looting or use one check for multiple 7
Wilted
Blossom of The
Pristine
creatures at once to save time. (Plant)
Blossom of The
World's Dawn
Blossom of The
World's Dawn World's Dawn
Damaged Pristine
8 Foundation of
Foundation of Foundation of
(Stone) Existence
Existence Existence

73
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Example Lizardmen Endgame
Encounters 1 Dread Saurus, The Dread Ripper, with a Spirit Eye
10
Artifact
The following are example encounters that can be used in
adventures featuring Lord Krohc and/or Lord Mazhalmundi. 1 Saurian Elder-Blood with the Blessing of the Beast
These encounters assume that Lord Krohc and Lord 11 God, riding a Carnosaur with the Blessing of the Sun
Mazhalmundi are a Hard challenge and are designed for God, and a World Shaper Engine
parties of level 20 characters. The creatures listed here can 12
1 Dread Saurus with a Huge Sacred Howdah carrying 4
be found in the Lizardmen Compendium. Skink Behemoth Keepers
1d20 Encounter 1 Saurian Elder-Blood & 6 Sacred Saurians with the
13
Blessing of the God of Fate
1 Sload Mage-Priest (Lore of Fire) & 3 Saurian
1 Chamber Guardians with the Blessing of the Blood 4 Venomous Razorsaurs with the Blessing of the Stoic
14
God God, each with a Skink Behemoth Keeper
1 Sload Mage-Priest (Lore of Light) & 3 Saurian 1 Ancient Ceradon with a Huge Sacred Howdah Engine
2 Chamber Guardians with the Blessing of the Sun 15 of the Gods (Burning Alignment), 4 Skink Behemoth
God Keepers, & a Skink Priest (Lore of Heavens)
1 Sload Mage-Priest (Lore of Beasts) & 2 Saurian 1 Carnosaur, Guldbloom's Terror, & a Skink Priest
16
3 Chamber Guardians with the Blessing of the Beast (Lore of Beasts)
God, riding atop a Horned Cold Blood 1 Ceradon, Thunderous One, with a World Shaper
17
1 Sload Mage-Priest (Lore of Shadow) & 3 Saurian Engine
4 Chamber Guardians with the Blessing of the Hunter 3 Crox Storm Warriors with the Blessing of the Wind
God 18
God & a Skink Priest (Lore of Heavens)
1 Sload Mage-Priest (Lore of Life) & 3 Saurian 1 Saurian Astrolith Bearer & 6 Sacred Saurians with the
5 Chamber Guardians with the Blessing of the River 19
Blessing of the Protector God
God
1 Crox Ancient with the Blessing of the Protector God,
1 Sload Mage-Priest (Lore of Death) & 3 Saurian 20 a Skink Priest (Lore of Beasts), & 4 Skink Behemoth
6 Chamber Guardians with the Blessing of the Keepers
Protector God
1 Sload Mage-Priest (Lore of Metal) & 3 Saurian Lord Mazhalmundi Art Credit
7 Chamber Guardians with the Blessing of the Stoic Dour Port-Mage - Ryan Pancoast, Wizards of the Coast
God Structural Collapse - Sam Burley, Wizards of the Coast
1 Sload Mage-Priest (Lore of Heavens) & 3 Saurian Quakestrider Ceratops - Josiah "Jo" Cameron, Wizards of
8 Chamber Guardians with the Blessing of the Wind the Coast
God Hurricane - John Howe, Wizards of the Coast
1 Sload Mage-Priest (Lore of High Magic) & 3
Charging Monstrosaur - Zack Stella, Wizards of the Coast
9 Saurian Chamber Guardians with the Blessing of the
God of Fate

74
Razorsaurs
Razorsaurs are naturally found in dense jungles,
swamplands, and primordial river basins. Within the dense Skinks have learned how to keep razorsaurs in captivity for
vegetation of their habitats, razorsaurs utilize their ability to use as beasts of war. In combat, skink handlers guide the
launch spines to hunt prey or deter larger predators. These razorsaurs, relying on their natural aggression and defensive
creatures are highly territorial and will almost never back capabilities.
down from a threat.

Razorsaur Spiked Hide. A creature that touches the razorsaur or


misses it with a melee attack while within 5 feet of it
Large beast, unaligned
takes 5 (2d4) piercing damage.

Armor Class 17 (natural armor) Actions


Actions
Hit Points 90 (12d10 + 24) Multiattack. The razorsaur makes one bite attack and
Speed 40 ft, swim 40 ft
one claw attack, or it makes three attacks with its
spikes.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
18 (+4) 18 (+4) 14 (+2) 3 (-4) 12 (+1) 4 (-3) target. Hit: 13 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Skills Perception +7, Stealth +7 target. Hit: 10 (1d12 + 4) slashing damage.
Senses Darkvision 30 ft., passive Perception 17
Spike. Ranged Weapon Attack: +7 to hit, range
Challenge 5 (1,800 XP) Proficiency Bonus +3
100/200 ft., one target. Hit: 9 (2d4 + 4) piercing
damage.
Cold Blooded. The razorsaur has advantage on saving
throws against being charmed or frightened. Reactions
Reactions

Primal Instinct (30 HP, Recharges after a Short or Long Instinctive Defence. When a creature moves towards the
Rest). When the razorsaur’s hit points drop to 30 or razorsaur and is within 15 feet of it, the razorsaur may
lower, or it becomes charmed or frightened, it enters a make a Spike attack against it.
rampage that lasts for one minute.

75
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
When goaded by their handlers, razorsaurs unleash a hail of
spines, turning them into deadly living ballistae. Razosaur Adventure Hooks
These capabilities allow razorsaurs to play a critical role in d4 Plot Hook
lizardmen strategies. Forming the backbone of their ranged Isle of Spines: An uncharted island has emerged from
artillery, these creatures can quickly decimate infantry ranks the sea, reportedly home to strange creatures,
with their barrage of spines. They are also adept at charging including feral razorsaurs. The players are hired to
into enemy lines, using tooth and claw to wreak havoc. 1 explore and document its flora, fauna, and any
potential dangers. But soon after arriving, they come
Venomous Razorsaurs into conflict with lizardmen hunting parties here to
This rare subspecies is prized by lizardmen for its poisonous capture razorsaurs for use as war beasts.
spines. Found only in the deepest wilds, venomous
razorsaurs are more patient than their kin, relying on their Razorsaur Recruitment: A military force battling
toxic spines to slowly sap the life from their prey before lizardmen utilizing razorsaurs to great effect tasks the
moving in for the kill. In war, their skink handlers use them to 2 players with capturing razorsaurs of their own to see if
debilitate entire regiments of enemy soldiers, leaving them they can be utilized in a similar fashion against the
easy prey. lizardmen, thus evening the balance of power.
Razorsaur Pass: In a war against the lizardmen, a crucial
mountain pass serves as the only route for the players'
allies to send reinforcements. However, lizardmen,
3
using the natural high ground advantage and
accompanied by razorsaurs, block the way. Players
must clear the path and ensure safe passage.
Spine Heist: A mysterious alchemist has found a way to
extract a potent toxin from venomous razorsaur spines
to use in the creation of devastating weapons for
4
unscrupulous ends. The players must foil the
alchemist's plan, which involves capturing venomous
razorsaurs and extracting their deadly spines.

Venomous Razorsaur A poisoned creature repeats the saving throw at the


end of each of its turns, ending the effect on a success
Large beast, unaligned
or taking 9 (2d8) poison damage on a failure.

Armor Class 17 (natural armor) Toxic Spiked Hide. A creature that touches the razorsaur
Hit Points 90 (12d10 + 24) or misses it with a melee attack while within 5 feet of it
Speed 40 ft, swim 40 ft takes 5 (2d4) piercing damage and is inflicted with
Razorsaur Toxins.

STR DEX CON INT WIS CHA Actions


Actions

18 (+4) 18 (+4) 14 (+2) 3 (-4) 12 (+1) 4 (-3) Multiattack. The razorsaur makes one bite attack and
one claw attack, or it makes three attacks with its
spikes.
Skills Perception +7, Stealth +7
Damage Resistances Poison Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Senses Darkvision 30 ft., passive Perception 17 target. Hit: 13 (2d8 + 4) piercing damage and the
Challenge 7 (2,900 XP) Proficiency Bonus +3 target is inflicted with Razorsaur Toxins.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Fervor. The razorsaur has advantage on saving throws target. Hit: 10 (1d12 + 4) slashing damage and the
against being charmed, frightened, poisoned, and target is inflicted with Razorsaur Toxins.
diseased.
Spike. Ranged Weapon Attack: +7 to hit, range
Primal Instinct (30 HP, Recharges after a Short or Long 100/200 ft., one target. Hit: 9 (2d4 + 4) piercing
Rest). When the razorsaur’s hit points drop to 30 or damage and the target is inflicted with Razorsaur
lower, or it becomes charmed or frightened, it enters a Toxins.
rampage that lasts for one minute.
Razorsaur Toxins. At the end of the turn, each creature Reactions
Reactions

hit by one or more weapons that inflict Razorsaur Instinctive Defence. When a creature moves towards the
Toxins must succeed on a DC 15 Constitution saving razorsaur and is within 15 feet of it, the razorsaur may
throw or be poisoned for 1 hour. A creature that has make a Spike attack against it.
been hit by two or more attacks from weapons with
76 Razorsaur Toxins this turn makes the saving throw with
disadvantage.
Razorsaur Tactics Razorsaur Loot
In the Wild. In their wetland homes, razorsaurs operate as The valuable items looted from razorsaurs will generally
ambush predators, typically stalking their prey through thick come from whatever can be harvested from them. This
vegetation or by partially immersing themselves in water. harvesting can usually be done using a Wisdom (Survival)
Upon coming within 100 feet of their target, they release a or Intelligence (Nature) check. However, you may allow
barrage of spikes to incapacitate their prey. If the prey players proficient with specific tools to harvest items related
appears severely wounded and near death, the razorsaur to that tool. For example, a character might make a Wisdom
moves in to deliver the fatal blow using its claws and teeth, (Leathworker’s Tools) check to harvest the hide of a
preferring not to expend unnecessary spikes. However, if the razorsaur. Alternatively, you can roll for the loot randomly
prey still seems healthy and able to flee, the razorsaur often using a flat modifier.
opts not to pursue, deeming the prey not worth the effort.
Regardless of the situation, a razorsaur never flees, instead Razorsaur Loot Tables
choosing to stand its ground defensively, flinging spikes at The following tables describe the number of items and value
any aggressors. The razorsaur always uses its Instinctive of those items the players are able to loot depending on the
Defense reaction when able. result of their check or the results of your roll. If they're
With Animal Handlers. When directed by intelligent making checks, you can have them make a separate check for
handlers, the razorsaur can act as a living artillery piece. each creature they're looting or use one check for multiple
Spiky Hide and Instinctive Defense provide it with a creatures at once to save time.
substantial deterrence against melee attackers, enabling its
handlers to guide it towards enemy spellcasters and ranged Razorsaur Loot Table
attackers without facing less hindrance. Regardless of their Looting Check Result or 1d20 + 5 Loot
training, razorsaurs always use their Instinctive Defense 1-7 1 5gp Item
when possible, as their instincts cannot be fully suppressed.
8-10 1d4(2) 5gp Items
Venomous Razorsaurs 11-16 1d4(2) 10gp Items
In the Wild. In the wild, venomous razorsaurs display a
more patient approach than their ordinary counterparts. 17-22 1d6(3) 10gp Items
Their Razorsaur Toxins enable them to execute hit-and-run 23+ 2d4(5) 10gp Items
tactics, maintaining a safe distance while their poison takes
effect. They always stay within firing range but avoid closing
in until their prey has been significantly weakened and shows Venomous Razorsaur Loot Table
little sign of resistance. If a creature resists the toxins, the Looting Check Result or 1d20 + 5 Loot
razorsaur will cease pursuit to avoid wasting spikes. 1-6 1d4(2) 10gp Item
With Animal Handlers. When under the command of
animal handlers, venomous razorsaurs serve as debuffers, 7-9 1d6(3) 10gp Items
spreading their poisonous spike attacks out among as many 10-16 1d4(2) 20gp Items
targets as possible. If one target is a greater threat, the
razorsaur will allocate two of its spikes for that specific 17-21 1d6(3) 20gp Items
adversary to increase the odds of it being poisoned. 22+ 2d4(5) 20gp Items
Razorsaur Art Credit Example Razorsaur Loot Names
Tetzimoc, Primal Death - Zack Stella, Wizards of the You can give the different types of items unique names based
Coast on their material and value to help differentiate them from
Bloodspore Thrinax - Ralph Horsley, Wizards of the Coast one another. The following tables provide some example
Hissing Iguanar - Brandon Kitkouski, Wizards of the names.
Coast
Example Razorsaur Item Names
1d4 5gp Item 10gp Item 20gp Item
1 Dull Razorsaur Razorsaur Envenomed
(Bone) Spine Spine Razorsaur Spine
2 Stringy Razorsaur Envenomed
(Flesh) Razorsaur Meat Meat Razorsaur Meat
3 Clotted Razorsaur Envenomed
(Fluid) Razorsaur Blood Blood Razorsaur Blood
4 Tattered Razorsaur Envenomed
(Hide) Razorsaur Hide Hide Razorsaur Hide

77
Saurian
Among the lizardmen civilization, the saurian are responsible
for waging war and protecting their people. They are created Though they don’t possess much in the way of standard
for battle, emerging as fully formed adults from ancient intellectual prowess, saurian have an intuitive understanding
spawning pools maintained by the lizardmen, ready to serve of warfare and combat tactics, able to execute advanced
their purpose from the moment of their creation. tactical maneuvers that belie their slow-witted demeanor.

Saurian Warrior Primal Instinct (26 HP, Recharges after a Short or Long
Rest). When the saurian’s hit points drop to 26 or
Medium humanoid (saurian), lawful neutral
lower, or it becomes charmed or frightened, it enters a
rampage that lasts for one minute.
Armor Class 16 (natural armor and shield)
Hit Points 75 (10d8 + 30) Titan's Grip. The saurian can wield two-handed weapons
Speed 30 ft. using one hand.

Actions
Actions
STR DEX CON INT WIS CHA Multiattack. The saurian makes two attacks, each one
18 (+4) 10 (+0) 16 (+3) 7 (-2) 16 (+3) 7 (-2) with a different weapon.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Saving Throws Int +0, Charisma +0 target. Hit: 7 (1d6 + 4) piercing damage. If the saurian
Skills Athletics +6, Perception +5, Stealth +2 rolls a 6 on the d6 damage dice with the attack, it may
Senses darkvision 30 ft., passive Perception 15 immediately make another bite attack against the target
Languages Draconic as a bonus action and enter a rampage.
Challenge 2 (700 XP) Proficiency Bonus +2
Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage.
Cold Blooded. The saurian has advantage on saving
throws against being charmed or frightened. Spiked Shield. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) piercing damage.

78
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sacred Saurian
Medium humanoid (saurian), lawful neutral

Armor Class 16 (natural armor and shield)


Hit Points 102 (12d8 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 18 (+4) 7 (-2) 16 (+3) 7 (-2)

Saving Throws Int +0, Charisma +0


Skills Athletics +6, Perception +5, Stealth +2
Senses darkvision 30 ft., passive Perception 15
Languages Draconic
Challenge 4 (1,100 XP) Proficiency Bonus +2

Blessed Fury. The saurian deals an extra 9 (2d8)


damage when it hits with a weapon attack (included
in the attacks).
Cold Blooded. The saurian has advantage on saving
throws against being charmed or frightened.
Primal Instinct (26 HP, Recharges after a Short or Long
Rest). When the saurian’s hit points drop to 26 or
lower, or it becomes charmed or frightened, it
enters a rampage that lasts for one minute.
Titan's Grip. The saurian can wield two-handed
weapons using one hand.

Actions
Actions
The saurian combine the features of dinosaur and man, Multiattack. The saurian makes two attacks, each one
lumbering across the battlefield clad in iron-hard scales with with a different weapon.
powerful jaws capable of tearing into even the most heavily
armored foes. Beyond their natural armaments, saurian Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
wield massive stone weaponry and shields crafted from the one target. Hit: 16 (1d6 + 2d8 + 4) piercing
hides of giant jungle beasts. These physical advantages, damage. If the saurian rolls a 6 on the d6 damage
combined with cold, ruthless discipline and intuitive tactical dice with the attack, it may immediately make
know-how, make even a single rank-and-file saurian warrior another bite attack against the target as a bonus
more than a match for the typical soldier of another race. action and enter a rampage.
Though the saurian are created to be disciplined and Maul. Melee Weapon Attack: +6 to hit, reach 5 ft.,
resolute soldiers, they still possess a bestial savagery in their one target. Hit: 20 (2d6 + 2d8 + 4) bludgeoning
hearts that harkens back to their primal ancestry. Saurian damage.
pushed to their limits in battle will throw off the pretense of
restraint and enter a rampage, tearing into the nearest Spiked Shield. Melee Weapon Attack: +6 to hit, reach
enemies they see, heedless of danger or even their orders. 5 ft., one target. Hit: 16 (1d6 + 2d8 + 4) piercing
damage.
Sacred Spawnings
It is believed that the gods of the ancient lizardmen watch
over every saurian spawning, guiding their civilization along
the great plan laid for the world at the dawn of time.
Occasionally, a spawning will result in a batch of saurian Applying Sacred Blessings
bearing distinct colorations and abilities. These are thought
to be blessings of the Old Ones used to create specialized Descriptions of the Blessings of the Old Ones can
warriors capable of aiding the lizardmen in unique ways. be found at the beginning of the creature's section
Through these blessed saurian, the divine will of the Old of this document. You can apply one of them to
the Sacred Saurian stat block to give it a
Ones is carried out, and the great plan is actualized. specialized blessing, which increases its CR to 5.

79
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Temple Guard
While there are many types of unique saurian spawnings that
can arise depending on the needs of the Old Ones, one
variant carries a special reverence. Saurian of this spawning
are known as the temple guard, and they possess an iron
resolve and dedication to duty beyond the rest of their kind.
These saurian are made to protect their sacred charges.
These charges are most often venerable mage-priests of the
lizardmen, but some temple guard may be assigned to protect
particularly revered relics and divine location.
Temple guards don ancient bones and armaments and
perform their duties with supernatural discipline. They can
stand motionless for centuries at a time, watching for the
slightest sign of danger. Should such danger arise, they
spring to action without a moment’s hesitation, shielding
their charge from harm while ruthlessly striking down any
threat.
Such is their discipline that temple guards can rarely be
phased by circumstances that would break the will of most.
Even the innate savagery of their kind is kept in check so as
to ensure the protection of their charge.
The most elite among the temple guard are referred to as
the chamber guardians. Their service is reserved for the
most sacred of sites and most venerable of mage-priests.
Their guardianship is unsurpassed, for they are never
surprised and possess martial capabilities beyond that of any
other saurian soldiers.

Saurian Temple Guard Additionally, the sacred charge gains a +1 bonus to all
saving throws while the saurian is within 10 feet and
Medium humanoid (saurian), lawful neutral
not incapacitated. The sacred charge can gain the
benefit of this ability from multiple creatures, with the
Armor Class 17 (natural armor and shield) bonus reaching a max of +5.
Hit Points 93 (11d8 + 44) If the sacred charge dies or is destroyed, the saurian
Speed 30 ft. enters a rampage.
Titan's Grip. The saurian can wield two-handed weapons
STR DEX CON INT WIS CHA using one hand.
18 (+4) 10 (+0) 18 (+4) 7 (-2) 18 (+4) 7 (-2) Actions
Actions

Multiattack. The saurian makes two attacks, each one


Saving Throws Int +0, Charisma +0, Dex +2, Wis +6 with a different weapon.
Skills Athletics +6, Perception +8, Stealth +2
Senses darkvision 30 ft., passive Perception 18 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Languages Draconic target. Hit: 7 (1d6 + 4) piercing damage. If the saurian
Challenge 4 (1,100 XP) Proficiency Bonus +2 rolls a 6 on the d6 damage dice with the attack, it may
immediately make another bite attack against the target
Cold Blooded. The saurian has advantage on saving as a bonus action and enter a rampage.
throws against being charmed or frightened. Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Guardian's Discipline. The saurian deals an extra 4 (1d8) target. Hit: 11 (2d6 + 4) bludgeoning damage.
damage when it hits with a weapon attack while it is Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft.,
not rampaging. one target. Hit: 7 (1d6 + 4) bludgeoning damage, If the
Primal Instinct (31 HP, Recharges after a Short or Long target is a Medium or smaller creature, it must succeed
Rest) When the saurian’s hit points drop to 31 or lower, on a DC 14 Strength saving throw or be pushed 10 feet
or it becomes charmed or frightened, it enters a away.
rampage that lasts for one minute.
Reactions
Reactions
Sacred Protector. The saurian protects a sacred object
or a creature of the Dragon or Celestial type, refered to Guardian's Intervention. If the saurian is within 5 feet of
its sacred charge and the sacred charge is hit by an
as its sacred charge. While the saurian is within 10 feet
attack, the saurian can reduce that attack's damage by
of its sacred charge, any charmed, frightened, or
10. If no hostile creatures are within 5 feet of the
rampage effects are suspended.
saurian, it can reduce that attack's damage by 20
80 instead.
Saurian Chamber Additionally, the sacred charge gains a +2 bonus to all
saving throws while the saurian is within 10 feet and
Guardian not incapacitated. The sacred charge can gain the
benefit of this ability from multiple creatures, with the
Medium humanoid (saurian), lawful neutral
bonus reaching a max of +5.
If the sacred charge dies or is destroyed, the saurian
Armor Class 17 (natural armor and shield) enters a rampage.
Hit Points 123 (13d8 + 65)
Speed 30 ft. Titan's Grip. The saurian can wield two-handed weapons
using one hand.
Vigilant. The saurian can't be surprised.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 20 (+5) 9 (-1) 20 (+5) 9 (-1) Actions
Actions

Multiattack. The saurian makes two attacks, each one


Saving Throws Int +2, Charisma +2, Dex +4, Wis +8 with a different weapon.
Skills Athletics +7, Perception +11, Stealth +4
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 21 target. Hit: 7 (1d6 + 4) piercing damage. If the saurian
rolls a 6 on the d6 damage dice with the attack, it may
Languages Draconic
immediately make another bite attack against the target
Challenge 6 (2,300 XP) Proficiency Bonus +3
as a bonus action and enter a rampage.
Cold Blooded. The saurian has advantage on saving Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one
throws against being charmed or frightened. target. Hit: 11 (2d6 + 4) bludgeoning damage.

Guardian's Discipline. The saurian deals an extra 9 (2d8) Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft.,
damage when it hits with a weapon attack while it is one target. Hit: 7 (1d6 + 4) bludgeoning damage, If the
not rampaging. target is a Medium or smaller creature, it must succeed
on a DC 14 Strength saving throw or be pushed 10 feet
Primal Instinct (42 HP, Recharges after a Short or Long away.
Rest) When the saurian’s hit points drop to 42 or lower,
or it becomes charmed or frightened, it enters a Reactions
Reactions
rampage that lasts for one minute.
Guardian's Intervention. If the saurian is within 5 feet of
Sacred Protector. The saurian protects a sacred object its sacred charge and the sacred charge is hit by an
or a creature of the Dragon or Celestial type, referred to attack, the saurian can reduce that attack's damage by
as its sacred charge. While the saurian is within 10 feet 15. If no hostile creatures are within 5 feet of the
of its sacred charge, any charmed, frightened, or saurian, it can reduce that attack's damage by 30
rampage effects are suspended. instead.

81
Saurian Commanders
Though the saurian have little to no say in the day-to-day
governance of the lizardmen, which is left to the skinks, or
the grand, long-term plans of their civilization, which is
directed by the mage-priests, the saurian are the masters of
leading wartime efforts. Saurian have no known maximum
lifespan and grow more powerful with age. Those who’ve
endured for centuries accrue enough experience to become
leaders among their kind and, thus, the principal
commanders for the lizardmen as a whole. These battle-worn
saurian are referred to as scar commanders.
The centuries of hard-won wisdom scar veterens have
accrued not only makes them more potent combatants but
also gives them the skills necessary to direct their kin to
maximum effect. While a saurian general leads the battle, he
can curb the primal instincts of the beasts and lizardmen
under his command. However, should the commander
himself succumb to his primal instincts, the rampage of his
fellow beasts and lizardmen will be all the more frenzied as
they follow his savage example.
The most ancient saurian generals who have survived
millennia of warfare are known as elder bloods, the pinnacle
of martial prowess and expertise amongst the lizardmen.
Elder bloods can control the forces of the lizardmen as
though they’re extensions of their own body and execute
intricate battle tactics as intuitively as they wield their ancient
weapons. To face an elder blood is to face a thousand years of
martial mastery in the form of a single indomitable warrior.

Saurian Scar Commander Primal Instinct (65 HP, Recharges after a Short or Long
Rest). When the saurian’s hit points drop to 65 or
Medium humanoid (saurian), lawful neutral
lower, or it becomes charmed or frightened, it enters a
rampage that lasts for one minute.
Armor Class 17 (natural armor and shield)
Hit Points 187 (22d8 + 88) Titan's Grip. The saurian can wield two-handed weapons
Speed 30 ft. using one hand.

Actions
Actions

STR DEX CON INT WIS CHA Multiattack. The saurian makes two attacks, each one
20 (+5) 10 (+0) 19 (+4) 8 (-1) 18 (+4) 8 (-1) with a different weapon.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Saving Throws Int +2, Charisma +2 target. Hit: 12 (2d6 + 5) piercing damage. If the saurian
Skills Athletics +8, Perception +7, Stealth +3 rolls a 6 on the d6 damage dice with the attack, it may
Senses darkvision 30 ft. passive Perception 17 immediately make another bite attack against the target
Languages Draconic as a bonus action and enter a rampage.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Head Cracking Maul. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 19 (4d6 + 5) bludgeoning
Brutal Strikes. A melee weapon deals double the die of damage. When a creature maintaining concentration is
its damage when the saurian hits with it (included in damaged this way, that creature has disadvantage on
the attack). the saving throw it makes to maintain its concentration.
Cold Blooded. The saurian has advantage on saving Puncturing Shield. Melee Weapon Attack: +8 to hit,
throws against being charmed or frightened. reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing
Primal Command. The saurian has a 30-foot aura of damage, and the saurian may also forgo the AC bonus
command. If the saurian is not rampaging, each other from its shield until the start of its next turn (its AC
friendly rampaging creature of the saurian’s choice has becomes 15) to force the creature to make a 16
its rampaging condition suspended while within the Strength saving throw as it attempts to drive the shield
aura. deeper into the wound. On failure, the target takes an
If the saurian is rampaging, each other friendly additional 10 (3d6) piercing damage.
rampaging creature in the aura deals an additional 3 Tail Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
(1d6) damage when it hits with a melee weapon attack. one target. Hit: 10 (2d4 + 5) bludgeoning damage. If
the target is a creature, it must succeed on a DC 16
82 Strength saving throw or be pushed back 10 feet.
Saurian Adventure Hooks
d8 Plot Hook
The players are fleeing across an ancient bridge they
1 must destroy to prevent pursuit from waves of
incoming saurian.
The players are tasked with acquiring relics from
2 scattered temples dedicated to ancient gods, but each
relic is guarded by saurian blessed by their patron god.
Saurian warriors separated from their kind have
3 succumbed to their primal nature and now rampage
across the land.
While traveling through an ancient icy cavern, the
4 players accidentally release a cohort of saurian who’ve
been trapped in ice for millenia.
The players have been tasked with recovering an
5 ancient artifact being transported by a regiment of
saurian temple guards.
A mighty dragon has bound a contingent of chamber
6
guardians to his will to use as his personal guard.
A fledgling outpost on the coast of a newly discovered
7 continent finds itself under siege by lizardmen led by a
saurian scar commander.
A saurian elder blood leads a ruthless campaign to raze
8
all civilizations it views as corrupted by chaos.

Saurian Elder Blood Primal Instinct (72 HP, Recharges after a Short or Long
Rest). When the saurian’s hit points drop to 72 or
Medium humanoid (saurian), lawful neutral
lower, or it becomes charmed or frightened, it enters a
rampage that lasts for one minute.
Armor Class 18 (natural armor and shield)
Hit Points 218 (23d8 + 115) Titan's Grip. The saurian can wield two-handed weapons
Speed 30 ft. using one hand.

Actions
Actions
STR DEX CON INT WIS CHA Multiattack. The saurian makes three attacks, each one
with a different weapon.
22 (+6) 10 (+0) 20 (+5) 10 (0) 20 (+5) 10 (0)
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Saving Throws Int +4, Charisma +4 target. Hit: 13 (2d6 + 6) piercing damage. If the saurian
Skills Athletics +10, Perception +9, Stealth +4 rolls a 6 on the d6 damage dice with the attack, it may
Senses darkvision 30 ft., passive Perception 19 immediately make another bite attack against the target
Languages Draconic as a bonus action and enter a rampage.
Challenge 10 (5,900 XP) Proficiency Bonus +4
Head Cracking Maul. Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning
Brutal Strikes. A melee weapon deals double the die of damage. When a creature maintaining concentration is
its damage when the saurian hits with it (included in damaged this way, that creature has disadvantage on
the attack). the saving throw it makes to maintain its concentration.
Cold Blooded. The saurian has advantage on saving Puncturing Shield. Melee Weapon Attack: +10 to hit,
throws against being charmed or frightened. reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing
Primal Command. The saurian has a 30-foot aura of damage, and the saurian may also forgo the AC bonus
command. If the saurian is not rampaging, each other from its shield until the start of its next turn (its AC
friendly rampaging creature of the saurian’s choice has becomes 16) to force the creature to make a 18
its rampaging condition suspended while within the Strength saving throw as it attempts to drive the shield
aura. deeper into the wound. On failure, the target takes an
If the saurian is rampaging, each other friendly additional 10 (3d6) piercing damage.
rampaging creature in the aura deals an additional 3 Tail Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
(1d6) damage when it hits with a melee weapon attack. one target. Hit: 11 (2d4 + 6) bludgeoning damage. If
the target is a creature, it must succeed on a DC 16
Strength saving throw or be pushed back 10 feet. 83
Saurian Tactics Head Cracking Maul. This is the saurian’s most damaging
attack, and it will use it every turn, prioritizing spellcasters
Saurian are direct and aggressive in their combat tactics and whenever it can.
will usually fight to the death regardless of how dire their Puncturing Shield. This attack is ideal against creatures
circumstances seem. They usually charge headlong into their with low strength and in situations where there aren’t too
foes, though they aren’t stupid about how they approach and many enemies able to immediately make counterattacks
won’t stumble into obvious traps or allow themselves to easily against the saurian, so the loss of AC is manageable.
be put in a disadvantageous position. Saurian instinctively Primal Command. Because this aura suppresses the
understand how to flank and outmaneuver foes, and they can rampage condition, saurian within it will use their bite
usually pick out soft targets that need to be taken down first. attacks as much as possible to try to score an extra bonus
Saurian are slightly stronger than other creatures at their action bite without fear of succumbing to the effects of the
CR because their Primal Instinct ability provides an rampage.
exploitable weakness. As a DM, it’s important to Tail Slam. The knock-back from this attack makes it a
communicate to the players when a saurian enters into a useful escape tool or a way to push enemies apart to give
rampage what effect this appears to have on it. This way, other lizardmen a chance to gain better positioning.
clever players can use it to their advantage.
Saurian Warriors
Bite. Use this by default unless there is a commander Saurian Art Credit
ordering it not to. Because using bite has a chance to cause Viashino Spearhunter - Carl Critchlow, Wizards of the
the saurian to rampage but also get another bite as a bonus Coast
action, the commander may order them to start using this Dragonborn Champion - Andrey Kuzinskiy, Wizards of the
attack if they are below 50 hit points and, therefore, close to Coast
rampaging anyway. Saurian will always use this in place of a Mindclaw Shaman - Slawomir Maniak, Wizards of the
shield attack if they’re rampaging. Coast
Maul. Use this every turn as it is the most powerful attack. Sanctum of the Sun - Yeong-Hao Han, Wizards of the
Shield. Use this if a commander orders them to not use Coast
bites to avoid going into a rampage. Saurian won’t use this Reckless Barbarian - Oleksandr Kozachenko, Wizards of
attack if they’re rampaging. the Coast
Thunder-Thrash Elder - Brandon Kitkouski, Wizards of
Sacred Saurian the Coast
These saurian follow mostly the same tactics as normal Thorn-Thrash Viashino - Jon Foster, Wizards of the Coast
warriors. If they have blessings that work with the rampage
condition, there may be more circumstances in which they
use their bite to try and enter a rampage early.
Saurian Temple Guard
Temple guard, as their name implies, are designed to be
bodyguards. They work especially well with spellcasters or
other fragile ranged attackers.
Guardian’s Intervention. Because this reaction reduces
more damage if the saurian isn’t engaged in melee combat,
temple guards will often stay near their charge rather than try
to close in with players, even if they’re taking ranged fire.
Sacred Duty. It’s important to note this doesn’t stop Primal
Instinct from triggering; it just suppresses the rampage
condition while the temple guard is near its charge. Keep the
guard close to its charge if you don’t want it running off after
the nearest enemy.
Saurian Scar Veterens and Elder Bloods
While under the control of a saurian commander, other
saurian will be much more tactical in how they attack and
use their abilities. Saurian commanders have the following
abilities they can use to influence the battle:
Bite. Because the saurian rolls 2d6 for damage, there is a
much higher chance of this attack causing it to enter a
rampage. The saurian will avoid using this attack unless it
believes entering a rampage for the extra damage from its
Primal Command aura will help its forces win the fight.

84
Saurian Loot Saurian Elder Blood Loot Table
Because saurian are humanoids, most of the valuable goods Looting Check Result or 1d20 + 5 Loot
that can be looted from them are the remains of the 1-8 1 50gp Item
equipment they were using or valuables they were carrying.
Most dropped valuables can be found using an Intelligence 9-15 1d4(2) 50gp Items
(Investigation) check. Alternatively, you can roll for the loot 16-20 1d6(3) 50gp Items
randomly using a flat modifier.
21-24 1d4(2) 100gp Items
Saurian Loot Tables 25+ 1d4(2) 200gp Items
The following tables describe the number of items and value
of those items the players are able to loot depending on the
result of their check or the results of your roll. If they're Example Saurian Loot Names
making checks, you can have them make a separate check for You can give the different types of items unique names based
each creature they're looting or use one check for multiple on their material and value to help differentiate them from
creatures at once to save time. one another. The following tables provide some example
names.
Saurian Warrior Loot Table
Looting Check Result or 1d20 + 3 Loot Example Common Saurian Item Names
1d4 5sp Item 1gp Item 2gp Item
1-4 1 1gp Items
1 Cracked Bone Intricate Bone
5-6 1d6(3) 1gp Items Bone Charm
(Bone) Charm Charm
7-10 1 5gp Item 2 Damaged Quartz Masterwork
11-17 1d4(2) 5gp Items (Jewelry) Quartz Bracelet Bracelet Quartz Bracelet
18+ 1d4(2) 10gp Items 3
Tattered Scales Intact Scales Pristine Scales
(Hide)
Sacred Saurian & Saurian Temple Guard Cracked
4 Obsidian Pristine Obsidian
Loot Table (Stone)
Obsidian
Fragment Fragment
Fragment
Looting Check Result or 1d20 + 3 Loot
1-5 1d4(2) 1gp Items Example Uncommon Saurian Item Names
6-8 1d6(3) 1gp Items 1d4 5gp Item 10gp Item 20gp Item
9-15 1d6(3) 5gp Items 1 Cracked Dino Pristine Dino
Dino Bone
(Bone) Bone Bone
16-21 1d4(2) 10gp Items
Damaged
22+ 1d6(3) 10gp Items 2 Malachite Masterwork
Malachite
(Jewelry) Amulet Malachite Amulet
Amulet
Saurian Chamber Guardian Loot Table
3 Damaged Armored Pristine Armored
Looting Check Result or 1d20 + 5 Loot (Hide) Armored Scales Scales Scales
1-7 1d6(3) 5gp Items
4 Damaged Obsidian Masterwork
8-10 1d4(2) 10gp Items (Stone) Obsidian Blade Blade Obsidian Blade
11-17 1d6(3) 10gp Items
Example Rare Saurian Item Names
18-21 1d4(2) 20gp Items 1d4 50gp Item 100gp Item 200gp Item
22+ 1d6(3) 20gp Items 1 Cracked Sacred Sacred Dino Pristine Sacred
(Bone) Dino Skull Skull Dino Skull
Saurian Scar Commander Loot Table
2 Damaged Jade Masterwork Jade
Looting Check Result or 1d20 + 5 Loot Jade Amulet
(Jewelry) Amulet Amulet
1-8 1d6(3) 5gp Items 3 Damaged Primeval Pristine Primeval
9-15 1d6(3) 10gp Items (Hide) Primeval Scales Scales Scales
16-20 1 50gp Item Damaged Masterwork
4 Saurian
Saurian Elder Saurian Elder
21-24 1 100gp Item (Stone) Elder Blade
Blade Blade
25+ 1d4(2) 100gp Items

85
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Skinks
While they are the smallest and frailest of the lizardmen, Warriors. Skinks' most common roles in combat are as
skinks are the glue that holds their society together. The mobile fighters who either ambush their foes or scamper into
saurian know little other than war and combat, so it falls to battle alongside larger allies. What they lack in brute force,
the skinks to serve as administrators, artisans, and any other they make up for with cunning tactics and poisonous
form of skilled labor required by their empire. That is not to weapons. These poisons are gathered from deadly jungle
say they serve no purpose in war. While skinks are physically animals and used to debilitate foes in guerilla-style hit-and-
weak and skittish compared to the rest of their kind, they are run attacks. When fighting alongside larger creatures, skinks
cunning and nimble creatures capable of filling many use these poisonous weapons to cripple their foes and make
specialized roles. them easy prey for their deadly allies.

Skink Warrior Hold Breath. The skink can hold its breath for 1 hour.
Medium humanoid (skink), lawful neutral Jungle Toxins. At the end of the turn, each creature hit
by one or more weapons that inflict Jungle Toxins must
Armor Class 17 (shield and natural armor) succeed on a DC 13 Constitution saving throw or be
Hit Points 13 (3d8) poisoned for 1 hour. A creature that has been hit by
Speed 35 ft, swim 30 ft, climb 25 ft. two or more attacks from weapons with Jungle Toxins
this turn makes the saving throw with disadvantage.
The target repeats the saving throw at the end of each
STR DEX CON INT WIS CHA of its turns, ending the effect on a success or taking 5
(2d4) poison damage on a failure.
10 (0) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 12 (+1)
Primeval Mask. The skink has advantage on Dexterity
(Stealth) checks made to hide using foliage or a
Skills Animal Handling +4, Nature +3, Perception +4,
creature larger than it and may do so even if it is only
Stealth +4, Survival +4,
lightly obscured while hiding this way.
Senses darkvision 30 ft. passive Perception 14
Languages Draconic Actions
Actions
Challenge 1/2 (100 XP) Proficiency Bonus +2
Javelin. Melee or Ranged Weapon Attack: +4 to hit,
Cold Blooded. The skink has advantage on saving throws reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 +
against being charmed or frightened. 2) piercing damage, and the target is inflicted with
Jungle Toxins.
Evasion. When the Skink makes a Dexterity saving
throw to reduce the damage of an effect by half, it
86 instead takes no damage on a success and only half
damage on a failure.
Skirmishers. Many skinks are trained as scouts and
skirmishers who specialize in stealth and the use of
poisonous blowguns. Their foes rarely see them for more
than a moment before they disappear into the jungle canopy
to prepare another crippling attack. Often times these skink
skirmishers are sent ahead of a larger force to sow disorder
among their foes before the larger lizardmen force smashes
into their vulnerable prey.

Skink Skirmisher Hold Breath. The skink can hold its breath for 1 hour.
Medium humanoid (skink), lawful neutral Jungle Toxins. At the end of the turn, each creature hit
by one or more weapons that inflict Jungle Toxins must
Armor Class 15 (natural armor) succeed on a DC 13 Constitution saving throw or be
Hit Points 13 (3d8) poisoned for 1 hour. A creature that has been hit by
Speed 35 ft, swim 30 ft, climb 25 ft. two or more attacks from weapons with Jungle Toxins
this turn makes the saving throw with disadvantage.
The target repeats the saving throw at the end of each
STR DEX CON INT WIS CHA of its turns, ending the effect on a success or taking 5
(2d4) poison damage on a failure.
10 (0) 14 (+2) 10 (+0) 12 (+1) 14 (+2) 12 (+1)
Primeval Mask. The skink has advantage on Dexterity
(Stealth) checks made to hide using foliage or a
Skills Animal Handling +4, Nature +3, Perception +4,
creature larger than it and may do so even if it is only
Stealth +4, Survival +4
lightly obscured while hiding this way.
Senses darkvision 30 ft., passive Perception 14
Languages Draconic Actions
Actions
Challenge 1 (200 XP) Proficiency Bonus +2
Multiattack. The skink makes two Blowgun attacks.
Blowgun Expert. The skink ignores the Loading property Blowgun. Ranged Weapon Attack: +4 to hit, range
of blowguns and ranged attacks it makes with them 25/100 ft., one target. Hit: 4 (1d4 + 2) piercing
ignore half-cover and three-quarters cover. Additionally, damage, and the target is inflicted with Jungle Toxins.
the skink can change the weapon damage of blowguns
it's wielding to a d4 in place of the normal damage. Short Sword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) slashing damage, and
Cold Blooded. The skink has advantage on saving throws the target is inflicted with Jungle Toxins.
against being charmed or frightened.
Evasion. When the skink makes a Dexterity saving throw Bonus Actions
Bonus Actions

to reduce the damage of an effect by half, it instead Vanish. The skink takes the Hide action.
takes no damage on a success and only half damage on
a failure. 87
Behemoth Keepers. One of the more specialized roles some
Skink Behemoth Keeper skinks assume is that of beast keepers. These skinks tend to
larger reptilian beasts of war and are known as behemoth
Medium humanoid (skink), lawful neutral
keepers. The reptilian monsters they tend to must be raised
from birth if there is to be any chance of controlling them
Armor Class 18 (shield and natural armor) with any modicum of safety. The skinks form a bond with the
Hit Points 27 (5d8 + 5) beast they rear, which serves them well in combat, turning
Speed 35 ft, swim 30 ft, climb 25 ft. them into a fighting force greater than the sum of its parts.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 12 (+1)

Skills Animal Handling +6, Nature +3, Perception


+4, Stealth +5, Survival +4
Senses darkvision 30 ft., passive Perception 14
Languages Draconic
Challenge 2 (450 XP) Proficiency Bonus +2

Behemoth Bond. The skink has a bond to a Large or


larger creature that it is charged with shepherding.
While the skink is within 5 feet of the bonded
creature, it has advantage on saving throws and
ranged attack rolls. Additionally, at the start of the
bonded creature's turn, the bounded creature gains
a number of temporary hit points equal to 10 x the
number of skinks bonded to it using this feature.
Cold Blooded. The skink has advantage on saving
throws against being charmed or frightened.
Evasion. When the skink makes a Dexterity saving
throw to reduce the damage of an effect by half, it
instead takes no damage on a success and only half
damage on a failure.
Hold Breath. The skink can hold its breath for 1 hour.
Jungle Toxins. At the end of the turn, each creature
hit by one or more weapons that inflict Jungle
Toxins must succeed on a DC 13 Constitution
saving throw or be poisoned for 1 hour. A creature
that has been hit by two or more attacks from
weapons with Jungle Toxins this turn makes the
saving throw with disadvantage. The target repeats
the saving throw at the end of each of its turns,
ending the effect on a success or taking 5 (2d4)
poison damage on a failure.
Primeval Mask. The skink has advantage on Dexterity
(Stealth) checks made to hide using foliage or a
creature larger than it and may do so even if it is
only lightly obscured while hiding this way.
Savage Strikes. The skink deals an extra 3 (1d6)
damage when it hits with a weapon attack (included
in the attacks).

Actions
Actions

Javelin. Melee or Ranged Weapon Attack: +5 to hit,


reach 5 ft. or range 30/120 ft., one target. Hit: 10
(2d6 + 3) piercing damage and the target is inflicted
with Jungle Toxin.

88
Chieftains. Directing the skinks in day-to-day life as well as
in combat are the chieftains. They are bolder than the typical
skink and can drive their kind into a much more effective
Skink Chieftain
Medium humanoid (skink), unaligned
fighting force. A normally furtive and skittish group of skinks
led by a chieftain can become a brutal strike force capable of
rapidly bringing down foes typically outside their capabilities. Armor Class 18 (natural armor and shield)
The skink chieftains also serve as patrol leaders, heads of Hit Points 49 (11d8)
scouting parties, and battle coordinators for large lizardmen Speed 35 ft, swim 30 ft, climb 25 ft.
forces. They ensure battle plans are executed and pesky foes
are eliminated as they conduct the war effort of the lizardmen STR DEX CON INT WIS CHA
army with brutal, calculating efficiency.
10 (0) 16 (+3) 10 (+0) 14 (+2) 16 (+3) 14 (+2)

Saving Throws Dex +5, Int +4, Wis + 5, Cha + 4


Skills Animal Handling +5, Perception +5, Nature
+4, Stealth +5, Survival +5
Senses darkvision 30 ft. passive Perception 15
Languages Draconic
Challenge 4 (1,100 XP) Proficiency Bonus +2

Cold Blooded. The skink has advantage on saving


throws against being charmed or frightened.
Evasion. When the skink makes a Dexterity saving
throw to reduce the damage of an effect by half, it
instead takes no damage on a success and only half
damage on a failure.
Hold Breath. The skink can hold its breath for 1 hour.
Jungle Toxins. At the end of the turn, each creature
hit by one or more weapons that inflict Jungle
Toxins must succeed on a DC 13 Constitution
saving throw or be poisoned for 1 hour. A creature
that has been hit by two or more attacks from
weapons with Jungle Toxins this turn makes the
saving throw with disadvantage.
The target repeats the saving throw at the end of
each of its turns, ending the effect on a success or
taking 5 (2d4) poison damage on a failure.
Primeval Mask. The skink has advantage on Dexterity
(Stealth) checks made to hide using foliage or a
creature larger than it and may do so even if it is
only lightly obscured while hiding this way.
Stalking Warrior. While the skink is not incapacitated,
whenever it or another ally within 30 feet of it hits a
poisoned creature with a weapon attack that has
advantage, the attack deals an extra 3 (1d6) of the
weapon's damage on hit.

Actions
Actions

Multiattack. The skink makes two attacks.


Coordinating Javelin. Melee or Ranged Weapon
Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one
target. Hit: 6 (1d6 + 3) piercing damage, the target
is inflicted with Jungle Toxins, and another skink
within 30 feet of it can make a weapon attack as a
reaction against the creature.

Bonus Actions
Bonus Actions

Vanish. The skink takes the Hide action.

89
Skink Priests. Though the mage priests are the highest-
ranking members of their society, most of them spend too
much time in isolated contemplation to effectively tend to the
day-to-day operations of their civilization. This role is left to Skink Conduit
Medium humanoid (skink), lawful neutral
the skink priests, who serve as administrators and spiritual
leaders to the lizardmen. Additionally, many skink priests are
tasked with divining portents from many potential sources, Armor Class 15 (natural armor)
whether they be celestial alignments, patterns in nature, or Hit Points 55 (10d8 + 10)
the murmurings of their mage priest masters. The priests use Speed 35 ft., swim 30 ft., climb 25 ft.
these portents to steer the course of their ancient civilization.
Though they possess a fraction of a mage priest's power, STR DEX CON INT WIS CHA
skink priests are still potent spellcasters, drawing on the
power of the celestial heavens they study or the primal 10 (0) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 12 (+1)
energies of their jungle home. When acting in the service of a
mage priest, they can even serve as magical conduits for their Saving Throws Dex +4, Con +3, Int +4, Wis +4
master's power. They are also charged with operating the Skills Arcana +4, Nature +4, Perception +4, Stealth
divine relics left behind by their gods, allowing them to +4, Survival +4, Religion +4
unleash devastating power beyond their typical capabilities. Senses darkvision 30 ft., passive Perception 14
Priests who are in training or have failed to fully develop Languages Draconic
their powers nonetheless have some inate magical Challenge 3 (700 XP) Proficiency Bonus +2
capabilities and can still serve as arcane vessels for their
masters and, as such, are referred to as conduits. Arcane Vessel. When a celestial, fiend, or dragon
casts a spell on its turn within 100 feet of the skink
Skink Conduit and can see it, it can cast the spell as if it's in the
skink's space instead of its own, using the skink's
Lore of Magic Options senses. The skink must be willing to allow this, and
Select one of the following lores or magic to determine a if the spell cast this way requires concentration, the
skink conduit's additional passive trait and spell list. skink can choose to maintain concentration on the
*New spells listed at the end of the document spell in the other creature's place if the skink isn't
already concentrating on a spell.
Cold Blooded. The skink has advantage on saving
Skink Conduit: Lore of Beasts throws against being charmed or frightened.
Trait: Eldritch Mind. The skink has advantage on
Wild Heart. Whenever the skink targets only itself Constitution saving throws it makes to maintain
or one beast, monstrosity, giant, dragon, or fey concentration spells.
with an Intelligence of 8 or less with a spell that
Evasion. When the skink makes a Dexterity saving
requires concentration, it can choose for the spell
throw to reduce the damage of an effect by half, it
to no longer require concentration. The spell ends
instead takes no damage on a success and only half
early if the skink is incapacitated or uses this
damage on a failure.
feature to alter another spell.
Hold Breath. The skink can hold its breath for 1 hour.
Spell List: Lore of Magic. The skink is specialized in one of the
At will: guidance, primal savagery, thaumaturgy following lores of magic: Heavens or Beasts. The
1/Day: amber spear*, pass without trace, wild chosen lore determines one of its traits the spells it
surge* knows.
Primeval Mask. The skink has advantage on Dexterity
(Stealth) checks made to hide using foliage or a
creature larger than it and may do so even if it is
Skink Conduit: Lore of Heavens only lightly obscured while hiding this way.
Trait: Actions
Actions
Roiling Skies. Creatures flying 5 or more feet above
Quarterstaff. Melee Weapon Attack: +2 to hit, reach
a surface have disadvantage saving throws against
5 ft., one target. Hit: 3 (1d6) bludgeoning damage,
spells cast by the skink, and the skink has
advantage on spell attack rolls against them. or 4 (1d8) bludgeoning damage if wielded with two
hands.
Spell List: Spellcasting. The skink is a spellcaster. Its
At will: guidance, shocking grasp, thaumaturgy spellcasting ability is Wisdom (spell save DC 13, +4
1Day: curse of the midnight wind*, lighting strike*, to hit with spell attacks). The spells the skink knows
wind blast* depend on the lore of magic it has specialized in, as
described in its Lore of Magic trait.

90
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Skink Priest
Medium humanoid (skink), lawful neutral

Armor Class 15 (natural armor)


Hit Points 93 (17d8 + 17)
Speed 35 ft., swim 30 ft., climb 25 ft.

STR DEX CON INT WIS CHA


10 (0) 14 (+2) 12 (+1) 14 (+2) 16 (+3) 14 (+2)

Saving Throws Dex +5, Con +4, Int +6, Wis +7


Skills Arcana +5, Nature +5, Perception +6, Stealth
Skink Priest +5, Survival +6, Religion +5
Lore of Magic Options Senses darkvision 30 ft., passive Perception 16
Languages Draconic
Select one of the following lores or magic to determine a Challenge 6 (2,300 XP) Proficiency Bonus +3
skink pirest's additional passive trait and spell list.
*New spells listed at the end of the document Arcane Vessel. When a celestial, fiend, or dragon
casts a spell on its turn within 100 feet of the skink
and can see it, it can cast the spell as if it's in the
skink's space instead of its own, using the skink's
senses. The skink must be willing to allow this, and
Skink Priest: Lore of Beasts if the spell cast this way requires concentration, the
Trait: skink can choose to maintain concentration on the
spell in the other creature's place if the skink isn't
Wild Heart. Whenever the skink targets only itself already concentrating on a spell.
or one beast, monstrosity, giant, dragon, or fey
with an Intelligence of 8 or less with a spell that Cold Blooded. The skink has advantage on saving
requires concentration, it can choose for the spell throws against being charmed or frightened.
to no longer require concentration. The spell ends
early if the skink is incapacitated or uses this Eldritch Mind. The skink has advantage on
feature to alter another spell. Constitution saving throws it makes to maintain
concentration spells.
Spell List: Evasion. When the skink makes a Dexterity saving
At will: firebolt (2d10), guidance, primal savagery throw to reduce the damage of an effect by half, it
(2d10), thaumaturgy instead takes no damage on a success and only half
2/Day: amber spear*, pass without trace*, wild damage on a failure.
surge* Hold Breath. The skink can hold its breath for 1 hour.
1/Day: aspect of the beast*, call of the pack*,
clairvoyance Lore of Magic. The skink is specialized in one of the
following lores of magic: Heavens or Beasts. The
chosen lore determines one of its traits the spells it
knows.
Primeval Mask. The skink has advantage on Dexterity
Skink Priest: Lore of Heavens (Stealth) checks made to hide using foliage or a
Trait: creature larger than it and may do so even if it is
Roiling Skies. Creatures flying 5 or more feet above only lightly obscured while hiding this way.
a surface have disadvantage saving throws against
spells cast by the skink, and the skink has Actions
Actions

advantage on spell attack rolls against them. Quarterstaff. Melee Weapon Attack: +2 to hit, reach
5 ft., one target. Hit: 3 (1d6) bludgeoning damage,
Spell List: or 4 (1d8) bludgeoning damage if wielded with two
At will: firebolt (2d10), guidance, shocking grasp hands.
(2d8), thaumaturgy Spellcasting. The skink is a spellcaster. Its
2/Day: curse of the midnight wind*, lighting spellcasting ability is Wisdom (spell save DC 14, +5
strike*, wind blast* to hit with spell attacks). The spells the skink knows
1/Day: clairvoyance, comet's call*, ice storm* depend on the lore of magic it has specialized in, as
described in its Lore of Magic trait.

91
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Skink Adventures
The following table provides some ways to create adventures
featuring these nimble lizardmen in your games:
Skink Adventures
d10 Plot Hook
While the players travel through a ruin-strewn jungle, Following the death of a mage priest, its skink priest
1 a skink patrol spots them and moves in for an attendants quickly begin losing their minds, taking
ambush. 8
control of the lizardmen it once ruled and leading
The players come under attack by skink warriors that them into a holy war to distract from their loss.
2 uses defensive tactics as it buys time for a larger While searching the abandoned jungle ruins for a lost
lizardman force to arrive. 9 relic, the players find themselves competing with a
The players seemingly manage to escape a jungle skink scout party seeking it as well.
ruin, but as they flee through the wilderness, they are In the absence of mage priests, a group of isolated
3
silently pursued by a group of skink skirmishers lizardmen have devolved into savagery. The remaining
intent on ensuring they don’t make it out alive. 10
skinks seek the players' aid in culling their barbarous
A group of skink behemoth keepers is taking their kin before they wreak havoc.
4 newly trained monsters on excursions into nearby
humanoid settlements, where they feed on livestock.
A skink chieftain is launching raids against a fort to Skinks Art Credit
5 weaken its defenses in preparation for a larger Viashino Branchrider - Andrew Mar, Wizards of the Coast
lizardman attack. Rubblebelt Runner - Deruchenko Alexander, Wizards of
A skink chieftain who’s lost all his larger lizardman the Coast
6 forces seeks the players’ aid in helping his small skink Egg Token - Christopher Burdett, Wizards of the Coast
force protect a sacred site from a demonic incursion. Viashino Lashclaw - Caio Monteiro, Wizards of the Coast
Shivan Sand-Mage - Dave Kendall, Wizards of the Coast
A skink priest has received a vision from the gods Viashino Runner - Steve White, Wizards of the Coast
7 demanding the players be captured and ritually
sacrificed to satisfy a coming prophecy.

92
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Skink Tactics Skink Priest Tactics
Skinks generally keep their distance from the enemies, using In battle, skinks can serve as the main spell casters or as
their superior land, climb, and swim speeds to stay out of supporters to more powerful spellcasters. Their traits make
melee range. They generally work to debuff foes, and combo them resistant to magic, but they are still vulnerable to
well with more powerful creatures who attack head on. weapon attacks. Skink priests need some form of cover, be it
foliage or a larger creature, to shield them from these threats.
Jungle Toxins If several skink priests assist a more powerful spellcaster,
Skinks rely on this ability for their own defense, as poisoned they should space themselves out. This strategy grants the
players will have a harder time hitting them with attacks or more powerful caster leading them better control over the
spotting them while they’re hidden. As such, they will try to battlefield.
poison as many enemies as possible.
Skink Lore of Beasts Tactics
Primeval Mask Skinks adept in the lore of beasts excel when paired with a
This ability is vital for skinks initiating combat as they will skirmishing group of fellow skinks and/or a larger beast,
never start a fight without the backup of more powerful ideally both. Here's how their spells are optimally employed:
creatures unless they can do so from an ambush. Pass Without Trace. This spell should be cast
preemptively. If a skink enters combat without having cast
Skink Warriors this spell and there are three or more allies capable of hiding
These skinks have the fewest options for weaving in and out as a bonus action, the skink will still cast it during combat.
of combat, and so will rely on poisoning targets from a Wild Surge & Aspect of the Beast. The skink's Wild
distance before engaging in melee. They will not close the Heart trait enhances the effects of these spells. They are best
gap with enemies who aren’t poisoned or in some way cast on the largest beast it's allied with. If a skink priest
disabled. possesses both spells, it should target the same beast with
both. This ensures the additional attack granted by Aspect of
Skink Skirmisher the Beast benefits from the damage boost of Wild Surge.
Because these skinks have blowguns and the ability to hide Call of the Pack. The skink will cast this spell if it sees an
every turn using their vanish ability, they will never engage in ally within 5 feet of an enemy. The extra action from the spell
melee combat unless cornered. allows the skink priest to either Dash or Disengage to safety
Skink Behemoth Keeper or opt to Hide if the situation demands it.
These skinks are usually found atop the howdas of larger Amber Spear. The skink should use this spell when it can
creatures and will always make use of their Beast Bond hit 3 targets (or 2 targets with low Dexterity).
ability to enhance their mount. Skink Lore of Heavens Tactics
Skink Chieftain These skinks do best when positioned at elevated vantage
These skinks lead their kind in battle. They have a few points, such as atop cliffs, tall trees, or riding on flying beasts.
noteworthy abilities: They specialize in countering flying creatures, always
prioritizing them with their spells. Here's how their spells are
Coordinating Javelin optimally employed:
Chieftains will use this ability to help other skinks quickly Lightning Strike. This spell is most effective when cast on
land a second javelin strike against a chosen target, thereby two or more creatures. If the skink priest has exhausted its
increasing the likelihood of it failing its saving throw against major spells, it will resort to using Lightning Strike on single
the Jungle Toxins. targets, prioritizing creatures with the lowest Dexterity.
Curse of the Midnight Wind. Ideally, this should be the
Stalking Cohort skink priest's opening spell, especially if it can affect three or
This ability allows groups of skinks to focus fire poisoned more targets.
targets. The skinks can pop out from hiding, launch volleys of Wind Blast. This spell is versatile and can be used to push
ranges attacks, and then disappear again, quickly whittling one or more enemies into the effects of an Ice Storm or
down poisoned players. Comet's Call that the skink has previously cast.
Ice Storm. This is best used as the skink's second spell,
especially if it can affect three or more targets.
Comet's Call. This spell acts as a defensive mechanism. If
the skink is trapped in melee combat, it can cast this to
potentially deter attackers. By leveraging its Evasion trait and
superior Dexterity saving throw, the skink can usually survive
the comet's impact, whereas its assailants might suffer
harsher effects. However, the skink will still attempt to move
out of the impact zone if possible. The skink prioritizes
casting this after Curse of the Midnight Wind and Ice Storm.

93
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Skink Loot Skink Conduit Loot Table
Because skinks are humanoids, most of the valuable goods Looting Check Result or 1d20 + 3 Loot
that can be looted from them are the remains of the 1-6 1 5gp Item
equipment they were using or valuables they were carrying or
hiding nearby. Most dropped or hidden valuables can be 7-11 1d4(2) 5gp Items
found using Intelligence (Investigation) or Wisdom 12-18 1d4(2) 5gp Items
(Perception) checks. Alternatively, you can roll for the loot
randomly using a flat modifier. 19-22 1 10gp Item
23+ 1d4(2) 10gp Items
Skink Loot Tables
The following tables describe the number of items and value
of those items the players are able to loot depending on the Skink Priest Loot Table
result of their check or the results of your roll. If they're Looting Check Result or 1d20 + 5 Loot
making checks, you can have them make a separate check for 1-6 1 10gp Item
each creature they're looting or use one check for multiple
creatures at once to save time. 7-9 1d4(2) 10gp Items

Skink Warrior Loot Table 10-16 1d6(3) 10gp Items


Looting Check Result or 1d20 + 3 Loot 17-21 1d4(2) 20gp Items
1-4 1 5sp Item 22+ 1d6(3) 20gp Items
5-6 1d6(3) 5sp Items
Example Skink Loot Names
7-12 1d4(2) 1gp Items You can give the different types of items unique names based
13-20 1d6(3) 1gp Items on their material and value to help differentiate them from
one another. The following tables provide some example
21+ 1d4(2) 2gp Items names.
Skink Skirmisher Loot Table Example Common Skink Item Names
Looting Check Result or 1d20 + 3 Loot 1d4 5sp Item 1gp Item 2gp Item
1-5 1d4(2) 5sp Items 1 Cracked Bone Bone Intricate Bone
(Bone) Charm Charm Charm
6-9 1d4(2) 1gp Items
2 Damaged Quartz Masterwork
7-16 1d6(3) 1gp Items (Jewelry) Quartz Bracelet Bracelet Quartz Bracelet
17-20 1 5gp Item 3 Intact
Tattered Scales Pristine Scales
21+ 1 10gp Item (Hide) Scales
4 Damaged Blade Blade Pristine Blade
Skink Behemoth Keeper Loot Table (Metal) Fragment Fragment Fragment
Looting Check Result or 1d20 + 3 Loot
Example Uncommon Skink Item Names
1-4 1 1gp Items
1d4 5gp Item 10gp Item 20gp Item
5-6 1d6(3) 1gp Items
1 Cracked Dino Pristine Dino
7-10 1 5gp Item Dino Bone
(Bone) Bone Bone
11-17 1d4(2) 5gp Items Damaged
2 Malachite Masterwork
18+ 1d4(2) 10gp Items Malachite
(Jewelry) Amulet Malachite Amulet
Amulet
Skink Chieftain Loot Table 3 Damaged Armored Pristine Armored
(Hide) Armored Scales Scales Scales
Looting Check Result or 1d20 + 3 Loot
1-5 1d4(2) 1gp Items 4 Damaged Lizard Masterwork Lizard
Lizard Blade
(Metal) Blade Blade
6-8 1d6(3) 1gp Items
9-15 1d6(3) 5gp Items
16-21 1d4(2) 10gp Items
22+ 1d6(3) 10gp Items

94
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sload Mage-Priests
Ancient Arcane Masters & Stewards of The Great Plan
Habitat: Jungle; Treasure: Arcane, Individual
Deep within the primeval jungles lie hidden temples from a The sload are said to have been created by a race of godlike
bygone age, their enigmatic structures standing as relics of a beings who sought to reshape the world according to their
lost era. At the heart of these strange edifices are vast grand design. The sload were crafted to aid in this
chambers, where the air is thick with humidity and hums monumental undertaking. Guided by their divine makers,
with sorcerous power. In the center of each chamber floats a they shifted continents, altered planetary orbits, and nurtured
massive, bloated creature of immense mystic might— species deemed worthy while purging those found unfit. But
surpassed only by the gods themselves. These spellcasters this great plan was never completed. A cataclysm—
are the sload mage-priests: ancient, amphibian beings who unwittingly triggered by the very designs of their creators—
manipulate magic as effortlessly as mortals breathe. plunged the world into chaos. When the dust settled, the gods
Seated upon golden palanquins that hover gently above the were gone, and the mightiest sload mage-priests—those with
ground, sustained solely by their esoteric thoughts, these the deepest knowledge of the plan—had perished.
beings wield unparalleled arcane power. Their bulbous eyes Those who remain are the last of their kind. Most dwell in
perceive the strands of magic weaving through the world, and their humid chambers in deep meditation, so profound that
with elegant gestures of their multi-jointed fingers, they draw they might be mistaken for dead. In truth, their minds are
arcane energy to themselves like rivers rushing to the sea. anything but idle—they traverse time and space,
With such vast magical reserves, a sload mage-priest can contemplating the fragmented instructions left by their
unleash spells of devastating magnitude—storms of fire that vanished masters. These trances can last lifetimes without
consume cities, entire armies turned to stone in a flash of interruption. When a sload mage-priest finally stirs, it is often
light, or thoughts amplified into overwhelming cacophonies because they believe they have uncovered a fragment of the
that shatter the minds of even the most astute wizards. great plan and now intend to act upon it.
The powers of the sload mage-priests vary among their Guarded by vast cohorts of lizardmen who revere them as
kind. Some wield terrifying defenses, ignoring blades and living saints of the Old Gods, mage-priests command
arrows as if they were illusions, while others are nearly unwavering loyalty. When they proclaim what must be done
unkillable, regenerating severed limbs and knitting gaping to fulfill the divine vision, their cold-blooded followers act
wounds within seconds. Certain mage-priests can silence without hesitation. Whether these actions stem from true
enemy spellcasters with a mere gesture, unraveling divine insight or a desperate search for purpose is irrelevant
incantations and rendering their magic impotent. —when a sload mage-priest acts with conviction, few forces in
the world can stand in their way.
95
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Disciplines of The Old Ones Transcendent Healing
Choose one damage type other than Force. The mage-priest
A sload mage-priest can be granted any of the following traits regains 20 hit points at the start of its turn. If the mage-priest
to reflect its age and power. Younger mage-priests typically takes 20 or more damage of the chosen damage type before
have one trait, while the eldest mage-priests may have as its next turn, this regeneration doesn’t function on its next
many as four. Each trait granted increases its CR by 2. turn. The mage-priest only dies if it starts its turn with 0 hit
Becalming Cogitation points and doesn’t regenerate.
The mage-priest can cast Dampen Magic at will. Unfathomable Presence
Harrowing Scrutiny The mage-priest has resistance to damage from spells. If it
At the start of the mage-priest’s turn, it unleashes an aura of takes 30 or more Bludgeoning, Piercing, or Slashing damage
otherworldly authority. Each hostile creature within 120 feet on a turn, it loses this trait until the start of its next turn.
of it must succeed on a DC 20 Wisdom Saving Throw.
Failure. The creature is Frightened until the start of the
mage-priest’s next turn. While Frightened this way, the
creature can cast only cantrips. Sload Mage-Priest
Failure by 10 or More. The creature is Paralyzed while Large Celestial, Mini-Boss, Lawful Neutral
Frightened.
Success. The creature becomes immune to Harrowing Armor Class 19 Initiative +12 (22)
Scrutiny for 24 hours. Hit Points 306 (36d10 + 108)
Speed 0 ft., Fly 40 ft. (hover)
Harmonic Convergence
At the end of its turn, the mage-priest may begin a ritual MOD SAVE MOD SAVE MOD SAVE
drawing on the winds of magic. While the ritual is active, it
has advantage on spell attack rolls, and creatures have STR 10 +0 +6 DEX 10 +0 +6 CON 16 +3 +9
disadvantage on saving throws against its spells. A creature INT 22 +6 +12 WIS 22 +6 +12 CHA 22 +6 +12
within 15 feet can use an action or bonus action to make a
DC 20 Intelligence (Arcana) check to disrupt the ritual.
Failure. The creature takes 22 (4d10) Force damage. Skills Arcana +18, History +18, Insight +18, Religion
Failure by 5 or More. The creature takes 33 (6d10) Force +18
damage. Condition Immunities Prone
Success. The ritual ends.
Success by 5 or More. The ritual ends, and the creature Senses Truesight 120 ft., Passive Perception 16
channels some of the energy. The next spell of 1st level or Languages Celestial, Draconic, Druidic, telepathy
higher it casts before the end of its next turn is cast as if 300 ft.
using a slot 1 level higher.
Challenge 17 (18,000 XP) Proficiency Bonus +6
Higher State of Consciousness
The mage-priest can move through creatures and objects as if Traits
Traits
they were difficult terrain. It takes 5 (1d10) Force damage if it
ends its turn inside an object. It has resistance to Limited Hover. The mage-priest can’t hover more
Bludgeoning, Piercing, and Slashing damage. If the mage- than 15 feet above a surface or across a liquid that
can't support it.
priest takes 30 or more damage from spells on a turn, it loses
this trait until the start of its next turn. Telepathic Shroud. The mage-priest is immune to any
effect that would sense its emotions or read its
Focus on Mystery thoughts, as well as to all Divination spells.
On initiative count 30 of the first round of combat (losing Lore of Magic. The mage-priest is specialized in one
initiative ties), the mage-priest casts storm of magic. This of the following lores of magic: Beast, Death, Fire,
casting doesn’t require concentration and ends only if the Heavens, High Magic, Life, Light, Metal, or Shadow.
mage-priest chooses to end it or dies. The chosen lore determines one of its traits and the
spells it knows, and it may cast the spells without
Soul of Stone material components.
The mage-priest’s concentration on spells can’t be broken as
a result of taking damage. Actions
Actions

Spellcasting. The mage-priest is a spellcaster. Its


spellcasting ability is Intelligence (spell save DC 20,
+12 to hit with spell attacks). The spells the mage-
priest knows depend on its Lore of Magic trait.

96
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sload Mage-Priest
Sload Mage-Priest: Lore of Fire
Lore of Magic Options Trait:
Select one of the following lores or magic to determine a Kindleflame. When the mage-priest deals fire
sload mage-priest's additional passive trait and spell list. damage to a creature with a spell, it gains a burn
*New or Revised Spell Found at End of Document then takes 1d4 Fire damage for each burn it has.
**Spell Found in Xanathar's Guide to Everything The creature loses all burns after one minute of not
receiving one.

Spell List:
At Will: Commune, Detect Magic, Dispel Magic,
Sload Mage-Priest: Lore of Beasts Fire Bolt (4d10), Fireball, Guidance, Mage Hand,
Trait: Prestidigitation, Scrying, Sending, Thaumaturgy
Wild Heart. Whenever the mage-priest targets only 1/day: Burning Bolts*, Fire Storm, Incendiary Cloud,
itself or one Beast, Monstrosity, Giant, Dragon, or Meteor Swarm*
Fey with an Intelligence of 8 or less with a spell
that requires concentration, it can choose for the
spell to no longer require concentration. The spell
ends early if the mage-priest is Incapacitated or
uses this feature to alter another spell. Sload Mage-Priest: Lore of Heavens
Trait:
Spell List: Roiling Skies. Creatures flying 5 or more feet above
At Will: Amber Spear*, Commune, Detect Magic, a surface have disadvantage saving throws against
Dispel Magic, Guidance, Mage Hand, spells cast by the mage-priest, and the mage-priest
Prestidigitation, Primal Savagery** (4d10), Scrying, has advantage on spell attack rolls against them.
Sending, Thaumaturgy
1/day: Bestial Spirit* (6th level), Summon Spell List:
Stampede*, Titanic Growth*, Unleash the Beast* At Will: Commune, Detect Magic, Dispel Magic,
Guidance, Lightning Strike*, Mage Hand,
Prestidigitation, Scrying, Sending, Shocking Grasp
(4d8), Thaumaturgy
1/day: Chain Lightning, Storm of Vengeance*,
Sload Mage-Priest: Lore of Death Whirlwind**, Wrath of the Four Winds*
Trait:
Life Leech. Whenever a non-undead, non-construct
creature fails a saving throw against or is hit by a
spell attack from one of the mage-priest’s spells of
1st level or higher, the mage-priest gets a +1 to its Sload Mage-Priest: Lore of High
spell save DC and spell attack rolls for the next Magic
minute. It can only gain this bonus once per Trait:
casting of a spell, and this bonus can stack up to 3
times (+3). Contemplations. When the mage-priest casts a spell
that it has not Contemplated, it can choose to
Contemplate the next spell it casts. A spell that is
Spell List: Contemplated has its effective level increased by 2.
At Will: Chill Touch (4d6), Commune, Crippling
Pain*, Detect Magic, Dispel Magic, Guidance, Spell List:
Mage Hand, Prestidigitation, Scrying, Sending,
Thaumaturgy At Will: Commune, Detect Magic, Dispel Magic,
1/day: Circle of Death (7th level), Horrid Wilting**, Disruptive Pulse* (4d8), Guidance, Mage Hand,
Horrifying Laughter*, Purple Sun* Prestidigitation, Scrying, Sending, Soul Quench*,
Thaumaturgy
1/day: Flames of the Phoenix*, Power Word: Stun*,
Psychic Scream**, Rays of Magic*

97
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sload Mage-Priest: Lore of Life Sload Mage-Priest: Lore of Shadow
Trait: Trait:
Lifebloom. When the mage-priest casts a spell, the Shadow Paths. When the mage-priest casts a spell
mage-priest or a creature it can see within 60 feet of 1st level or higher, it may use teleportation to
of it regains hit points equal to 3 + the spell’s level. swap places with a willing Medium creature within
30 feet of it that it can see.
Spell List:
At Will: Commune, Detect Magic, Dispel Magic, Spell List:
Gift of Life* (3rd level), Guidance, Mage Hand, At Will: Commune, Creeping Strike (4d8), Detect
Prestidigitation, Scrying, Sending, Thaumaturgy, Magic, Dispel Magic, Guidance, Mage Hand,
Thorn Whip (4d6) Prestidigitation, Scrying, Sending, Thaumaturgy,
1/day: Dwellers Below*, Regrowth*, Storm of Withering Resolve*
Renewal*, Warden’s Wrath* 1/day: Path of Shadows*, Pit of Shadows*,
Maddening Darkness**, Weird*

Sload Mage-Priest: Lore of Light Sload Mage-Priest Tactics


Trait: Sload mage-priests are powerful spellcasters who excel when
Guiding Light. Whenever the mage-priest casts a supported by minions, allowing them to maintain distance
spell of 1st level or higher that targets or affects while unleashing devastating spells or providing support to
other creatures, it can choose any number of those their allies. Their tactics vary based on their assigned Lore of
creatures and have them automatically succeed on Magic, with each lore granting four primary spells. If their
any saving throws against the spell, and they take enemies remain undefeated—or are not close to defeat—after
no damage from the spell if they would normally expending these spells, mage-priests should retreat.
take half damage on a successful save. Additionally,
the chosen creatures gain advantage on Wisdom Lore of Beasts
and Charisma saving throws until the start of the Mage-priests of the Lore of Beasts excel when paired with a
mage-priest’s next turn. powerful creature (e.g., Carnosaur, Ancient Ceradon) that
they can buff. Pre-battle preparation is critical.
Spell List:
At Will: Commune, Dazzling Light*, Detect Magic,
Summon Stampede: Cast before combat or on the first
Dispel Magic, Guidance, Mage Hand, turn, targeting the largest enemy group.
Prestidigitation, Sacred Flame (4d8), Scrying, Titanic Growth: Cast before combat or on the second
Sending, Thaumaturgy turn, using Wild Heart to enhance a powerful creature.
1/day: Crown of Stars**, Divine Judgment*, Amber Spear: Cast while Summon Stampede and
Sunbeam, Sunburst Titanic Growth are active, targeting low-Dexterity
enemies.
Unleash the Beast: Use to punish a creature engaging
the mage-priest in melee, attacking and then retreating.
Sload Mage-Priest: Lore of Metal Lore of Death
Trait: Mage-priests of the Lore of Death wait to use powerful spells
Metalshifting. Creatures made of metal or wearing until their Leech Life trait has been maximized.
heavy or medium metal armor have disadvantage Horrifying Laughter: Target a low-Wisdom creature
saving throws against spells cast by the mage- surrounded by allies to trigger Leech Life.
priest, and the mage-priest has advantage on spell Circle of Death (7th level): Cast to hit multiple low-
attack rolls against them. Constitution targets.
Spell List:
Horrid Wilting: Cast to hit multiple low-Constitution
targets.
At Will: Acid Splash (4d6, deals Fire damage Purple Sun: Cast after losing concentration on Horrifying
instead of Acid), Commune, Detect Magic, Dispel Laughter or when Leech Life is maximized.
Magic, Guidance, Mage Hand, Prestidigitation, Crippling Pain on targets reliant on bonus actions.
Scrying, Sending, Slow, Thaumaturgy
1/day: Final Transmutation*, Plague of Rust* (6th
level), Rebounding Blades*, Weapon of Power
(doesn’t require concentration)*

98
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lore of Fire Dwellers Below: Cast to affect as many targets as
Mage-priests of the Lore of Fire prioritize targets affected by possible, centered on the mage-priest, forcing enemies to
their Kindle Flame trait, casting spells in this order: navigate difficult terrain to reach them.
Warden’s Wrath: Pulls creatures that escapes Dwellers
1st: Incendiary Cloud Below back into its area.
2nd: Meteor Swarm Regrowth: Cast when two or more allies have died to
3rd: Burning Bolts revive them.
4th: Fire Storm Storm of Renewal: Cast after losing concentration on
5th: Fireball Dwellers Below.
Gift of Life: Cast on the most valuable ally or the mage-
Lore of Heavens priest themselves.
Mage-priests of the Lore of Heavens position themselves on
elevated vantage points (e.g., cliffs, tall trees) and specialize in Lore of Light
countering flying creatures. Mage-priests of the Lore of Light try to group enemies and
allies together to maximize the Guiding Light trait’s potency.
Storm of Vengeance: Cast to create a barrier between
the mage-priest and enemies, using effects in this order: Crown of Stars: Cast before combat or when unable to
Thunder: Stuns targets to ensure they fail saving hit four or more targets with other spells.
throws against other spells. Sunburst: Best when affecting four or more creatures
Lightning: Targets stunned or low-Dexterity (enemies or allies).
enemies. Sunbeam: Best when affecting four or more creatures
Hail: Deals additional damage. (enemies or allies).
Rain: Deals additional damage. Divine Judgment: Cast when two or more allies are
Wrath of the Four Winds: Pushes targets back into damaged to optimize healing.
Storm of Vengeance, prioritizing collisions with other Dazzling Light: Best when affecting four or more
creatures or walls (low-Dexterity targets) to enhance creatures (enemies or allies).
Chain Lightning effects.
Chain Lightning: Targets the largest group of low- Lore of Metal
Dexterity creatures. Mage-priests of the Lore of Metal target creatures in heavy
Whirlwind: Used if concentration on Storm of Vengeance armor or wielding powerful weapons, leveraging the Metal
is lost, Restraining as many targets as possible. Shifting trait.
Lightning Bolt: Targets the largest group of low-Dexterity Final Transmutation: Targets low-hit-point creatures or
creatures. those in heavy armor.
Lore of High Magic Plague of Rust (6th level): Prioritizes targeting as many
Mage-priests of High Magic focus on isolating and weapons as possible, then armor.
eliminating targets, using Contemplations to enhance spells. Weapon of Power: Targets a creature in heavy armor,
choosing Bludgeoning to push targets away, into Final
Psychic Scream: Targets as many enemies as possible, Transmutation’s area, or toward Blades of Retribution.
stunning them for follow-up spells. Rebounding Blades: Targets creatures in heavy armor
Flames of the Phoenix: Targets multiple low-Dexterity or with low Dexterity.
stunned enemies; revive the Phoenix if it can hit three or Slow: Cast when concentration on Plague of Rust is lost.
more targets.
Power Word: Stun: Targets a creature with low hit points Lore of Shadows
and low Constitution. Mage-priests of the Lore of Shadows use debilitating and
Rays of Magic: Use Contemplations to upcast, targeting enhancing spells, leveraging Shadow Paths for optimal
as follows: positioning.
Fire: Low-health or stunned targets. Maddening Darkness: Targets multiple creatures with
Beasts: Ranged fighters to move allies into melee low Wisdom saving throws.
or to escape. Path of Shadows: Moves allies across areas like
Metal: Highly mobile targets (e.g., monks, rogues). Maddening Darkness or Weird after enemies reach them;
Light: Targets that hide to avoid damage (e.g., drop Maddening Darkness if it hinders teleportation and
rogues). all enemies have passed through its area.
Life: Pushes melee fighters away. Weird: Cast after losing concentration on Maddening
Heavens: Targets next to another enemy. Darkness, targeting the same creatures to scatter foes and
Shadows: Martial fighters. deny areas.
Death: Low-health or Stunned targets. Synaptic Static: Targets as many creatures with low
Soul Quench: Targets creatures concentrating on spells. Intelligence as possible.
Lore of Life Withering Resolve: Targets a creature inside Maddening
Mage-priests of the Lore of Life manipulate the battlefield by Darkness or Weird.
controlling enemy movement and reviving or healing allies.

99
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sload Mage-Priest Adventure Hooks Sload Mage-Priest Loot
d6 Plot Hook Most of the valuable goods that can be looted from sload
Stirring Silence: A sload mage-priest long thought
mage-priests are the ancient relics they carry with them.
dormant begins to stir, sending tremors through the However, some more macabre looters may harvest their
jungle and shifting the stars above. Believing it has remains for materials that hold some lingering power. Most
1 uncovered a piece of the gods’ forgotten design, it carried valuables can be found using Intelligence
prepares to act, forcing the adventurers to choose (Investigation) or Intelligence (Arcana) checks. At the DM's
whether to stop or aid a plan that could reshape the discretion, harvesting their bodies can be done using an
world. Intelligence (Medicine) check.
Alternatively, you can roll for the loot randomly using a flat
The Mind That Would Not Sleep: A sload mage-priest
has remained conscious for generations, and its
modifier.
2
overactive mind now warps reality itself. Magic storms Sload Mage-Priest Loot Tables
rage, time fractures, and the priest’s attendants seek The following tables describe the number of items and value
outside help to prevent their master from unraveling
the very laws of nature.
of those items the players are able to loot depending on the
result of their check or the results of your roll. If they're
The Caged Prophet: A cabal of mages has captured a making checks, you can have them make a separate check for
living sload mage-priest and siphons its power through each creature they're looting or use one check for multiple
3 forbidden rituals. As rival factions gather to control (or creatures at once to save time.
destroy) it, the adventurers must navigate the chaos
and decide its fate. Sload Mage-Priest (0 Traits) Loot Table
Merciless Design: A sload mage-priest has divined a Looting Check Result or 1d20 + 7 Loot
corruption festering beneath a frontier settlement. 1-9 1d6(3) 500gp Items
Without warning, it commands its lizardfolk armies to
4 10-12 2d4(5) 500gp Items
raze the town, declaring that “The design must be
upheld.” If the party defends the settlement, they risk 13-19 1d6(3) 1,000gp Items
facing the mage-priest’s overwhelming power head-on.
20-24 1d4(2) 2,000gp Items
Vile Facsimiles: The players discover an ancient cloning
facility being used by a mage-priest to bolster his army. 25+ 2d4(5) 2,000gp Items
However, the clones all possess a defective
5
malevolence, including the sload mage-priest who is Sload Mage-Priest (1 Trait) Loot Table
himself a clone that killed his original and stole his Looting Check Result or 1d20 + 7 Loot
identity.
1-10 1 1,000gp Item
Phases of Time. A sload mage-priest orders the
construction of five stone beacons, each aligned with 11-15 1 5,000gp Item
an obscure lunar cycle. As the last beacon nears
16-21 1d4(2) 5,000gp Items
6 completion, time begins to warp; days pass in minutes,
while other regions fall into stasis. The adventurers 22-25 1 10,000gp Item
must navigate the temporal distortions to uncover the
priest's plans. 26+ 1 20,000gp Item

Sload Mage-Priest (2 Traits) Loot Table


Looting Check Result or 1d20 +
7 Loot
1-9 1 1,000gp Item
10-11 1 5,000gp Item
12-18 1 10,000gp Item
1d4(2) 10,000gp
19-23
Items
1d4(2) 20,000gp
24+
Items

Sload Mage-Priests Art Credit


Lilysplash Mentor - Aldo Domínguez, Wizards of the
Coast
Lunar Insight - Dan Murayama Scott, Wizards of the
Coast

100
Sload Mage-Priest (3 Traits) Loot Table Example Sload Mage-Priest Item Names
Looting Check Result or 10,000gp
1d20 + 7 Loot 1d8 5,000gp Item Item 20,000gp Item
1-9 1d6(3) 5,000gp Item 1 Cracked Mage- Mage-Priest Lesser Mage-
(Bone) Priest Bones Bones Priest Bones
10-13 1d4(2) 10,000gp Item
2 Faded Spark of Spark of The Powerful Spark
14-20 1d6(3) 10,000gp Item (Essence) The One Ones One Ones of The One Ones
21-25 1d6(3) 20,000gp Items
Damaged
3 Mage-Priest Pristine Mage-
26+ 2d4(5) 20,000gp Items Mage-Priest
(Flesh) Eye Priest Eye
Eye
Sload Mage-Priest (4 Traits) Loot Table 4 Clotted Mage- Mage-Priest Fresh Mage-
Looting Check Result or (Fluid) Priest Blood Blood Priest Blood
1d20 + 7 Loot Damaged
5 Diamond Masterwork
1-8 1 20,000gp Item Diamond
(Jewelry) Amulet Diamond Amulet
Amulet
9-12 1d4(2) 20,000gp Items
Damaged Rod
13-19 1 50,000gp Item 6 Rod of The Masterwork Rod
of The Old
(Metal) Old Ones of The Old Ones
20-24 1 100,000gp Item Ones
25+ 1 200,000gp Items Wilted
7 Blossom of Pristine Blossom
Blossom of The
(Plant) The Old Ones of The Old Ones
Old Ones
Example Sload Mage-Priest Loot Names
You can give the different types of items unique names based 8
Damaged
Plaque of The Pristine Plaque
on their material and value to help differentiate them from (Stone)
Plaque of The
Old Ones of The Old Ones
one another. The following tables provide some example Old Ones
names.
Example Ancient Sload Mage-Priest Item
Example Young Sload Mage-Priest Item Names
Names 100,000gp 200,000gp
1,000gp 1d8 50,000gp Item Item Item
1d8 500gp Item Item 2,000gp Item
Cracked Pristine
Cracked Lesser Pristine Lesser 1 Ancient Mage-
1 Lesser Mage- Ancient Mage- Ancient Mage-
Mage-Priest Mage-Priest (Bone) Priest Skull
(Bone) Priest Bones Priest Skull Priest Skull
Bones Bones
Faded Ancient Powerful
2 Faded Arcane Powerful Arcane 2 Ancient Mage-
Arcane Spark Mage-Priest's Ancient Mage-
(Essence) Spark Spark (Essence) Priest's Will
Will Priest's Will
Damaged Damaged Eye Eye of The Pristine Eye of
3 Lesser Mage- Pristine Lesser 3
Lesser Mage- of The Ancient Ancient Mage- The Ancient
(Flesh) Priest Eye Mage-Priest Eye (Flesh)
Priest Eye Mage-Priest Priest Mage-Priest
Clotted Lesser Fresh Lesser Clotted Blood Blood of The Fresh Blood of
4 Lesser Mage- 4
Mage-Priest Mage-Priest of The Ancient Ancient Mage- The Ancient
(Fluid) Priest Blood (Fluid)
Blood Blood Mage-Priest Priest Mage-Priest
5 Damaged Star Star Ruby Masterwork Star Damaged Eye
(Jewelry) Ruby Amulet Amulet Ruby Amulet 5 Eye of The Pristine Eye of
of The
(Jewelry) Universe The Universe
6 Damaged Star Masterwork Star Universe
Star Rod
(Metal) Rod Rod Damaged Rod Masterwork
6 Rod of Eternal
7 Wilted Arcane Arcane Fresh Arcane of Eternal Rod of Eternal
(Metal) Order
(Plant) Herbs Herbs Herbs Order Order

8 Damaged Arcane Pristine Arcane Wilted Pristine


(Stone) Arcane Plaque Plaque Plaque 7 Blossom of Blossom of The Blossom of
(Plant) The World's World's Dawn The World's
Dawn Dawn
Damaged Pristine
8 Foundationof
Foundation of Foundation of
(Stone) Existence
Existence Existence

101
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Wanderer
In the expansive lore of the lizardmen, a figure of myth and With every victory, The Wanderer doesn't just triumph over
legend emerges from the mists of time, known only as "The his adversaries, but he also wins the favor of the lizardmen
Wanderer." This ancient crox is a living testament to battles deities. Each god values different facets of combat and
past and a beacon of hope for the lizardmen in their darkest nature, and through his myriad victories, The Wanderer
hours. He roams the lands, appearing where he is needed touches upon each of their domains. Be it a fierce battle that
most and leaving countless legends in his wake. pleases the god of storms, the hunt of a mighty monster that
Among the Crox, The Wanderer stands unparalleled — wins the respect of the god of beasts, or a saved lizardmen
taller, broader, and evidently older than any of his kin. His city that earns the smile of the goddess of protection, his
body is a canvas of ancient scars, each narrating a saga of actions resonate in the divine realms, cementing his status as
valor and struggle. Rather than typical armors, he's adorned their chosen champion.
with ceremonial artifacts, tokens from grateful tribes and Mysterious in his ways, The Wanderer has a knack for
tributes to the gods. Some of these tokens are so deeply appearing when the lizardmen need him the most. At the
embedded that they seem hammered into his very scales, brink of desolation, when all hope seems lost, his sudden
becoming a part of him. emergence has turned the tide of many pivotal battles. With a
In battle, The Wanderer is a force of nature. He wields a natural instinct for leadership and strategy, he doesn't just
massive maul, its weight and power enough to cleave through fight; he leads the lizardmen, ensuring their survival and
multiple adversaries in a single swing. His primal roar, a victory against overwhelming odds.
testament to his age and vigor, has the power to send To the lizardmen, The Wanderer isn't just a warrior; he's a
enemies scrambling in fear and uplift the spirits of allies. But living legend, a spirit of the jungle, and an avatar of the gods.
it's not just his weapon that foes should fear; with jaws Every time he appears, they shower him with sacred relics,
capable of crushing bone, claws sharp enough to rend armor, adding to his already vast collection of ceremonial
and a tail adept at tripping those who venture too close, he's adornments. These aren't mere gifts; they are tokens of
the embodiment of natural ferocity. reverence and sacrifice, symbolizing their deep devotion and
dependence on the divine forces The Wanderer embodies.
102
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Wanderer Vice-like Jaws. Melee Weapon Attack: +13 to hit, reach
5 ft., one target. Hit: 24 (3d10 + 8) piercing damage,
Large monstrosity, lawful neutral
and the target is grappled (escape DC 21). Until this
grapple ends, the target is restrained, and the wanderer
Armor Class 18 (natural armor) can't bite another target. If the bite hits a creature
Hit Points 299 (26d10 + 156) already grappled by the wanderer, the attack is a critical
Speed 40 ft., swim 40 ft. hit.
Maul. Melee Weapon Attack: +13 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit: 22 (4d6 + 8) bludgeoning damage.
26 (+8) 10 (+0) 22 (+6) 6 (-2) 18 (+4) 10 (+0) Raking Claw. Melee Weapon Attack: +13 to hit, reach 5
ft., one target. Hit: 15 (2d6 + 8) slashing damage. If the
attack hits, the wanderer can immediately make another
Saving Throws Dex +4, Int +1, Wis +9, Cha +5
claw attack against the target as part of this action, but
Skills Athletics +11, Perception +9, Stealth +5, Survival
only once per turn.
+9
Condition Immunities Exhaustion Tail Trip. Melee Weapon Attack: +13 to hit, reach 5 ft.,
Senses Darkvision 30 ft., passive Perception 19 one target not grappled by the wanderer. Hit: 17 (2d8
Languages Draconic + 8) bludgeoning damage. If the target is a creature, it
Challenge 16 (15,000 XP) Proficiency Bonus +5 must make a DC 21 Strength saving throw or be
knocked prone. If it fails the save by 5 or more, it
Cold Blooded. The wanderer has advantage on saving cannot stand up until the end of its next turn.
throws against being charmed or frightened.
Legendary Actions
Legendary Actions
Hulking Protector. Any ally smaller than the wanderer
The wanderer can take 3 legendary actions, choosing
and within 5 feet of it has half cover, and its movement
from the options below. Only one legendary action
doesn't provoke attacks of opportunity. Allies can move option can be used at a time and only at the end of
through the space the wanderer occupies without it
another creature's turn. The wanderer regains spent
being treated as difficult terrain. legendary actions at the start of its turn.
Primal Roar (Recharges after a Short or Long Rest). When
the wanderer's hit points drop to 150 or lower, any Attack. The wanderer makes one of its attacks other
conditions that are incapacitating it end and it lets then Mighty Swing. Once it uses this action, it can't use
loose a roar. Every creature of the wanderer's choice the same attack as a legendary action until the start of
within 120 feet of it that can hear the roar must its next turn.
succeed a DC 17 Wisdom saving throw or be Check. The wanderer makes a skill check that would
frightened for one minute. Creatures frightened this normally require an action.
way that end their turn 10 feet or more away from the
wanderer can repeat the saving throw, ending the effect Move. The wanderer moves up to 20 feet without
on a success. Additionally, the wanderer and allies of its provoking attacks of opportunity. If the wanderer is
choice within 120 feet of it enter a rampage for one rampaging, it moves toward the closest hostile creature
minute. While rampaging this way, their weapon attacks it is aware of.
deal an additional 5 (1d10) damage. Tenacious Will. If the wanderer is affected by a
condition that allows a saving throw to end it either as
Actions
Actions an action or at the start/end of its turn, it can make that
Mighty Swing. The wanderer makes a Maul attack saving throw immediately with advantage. It can use
against any number of creatures within a 5-foot cube this legendary action even if incapacitated.
within 10 feet of it.

103
Epic Battle: 2nd Roar (300 HP): The God of Storms
Favor of the Old Ones The Wanderer's roar summons a tempest blows around The
Wanderer (30 miles per hour) and moves with it, remaining
For a mythic encounter with The Wanderer, increase his hit centered on it. The tempest is up to 1 mile high with a
points to 600 HP and enhance his Primal Roar trait with the diameter of 150 feet. The Wanderer can choose any number
following effects. His Challenge Rating (CR) increases to 23. of creatures to be unaffected by the storm, but all other
Primal Roar Modification: The Wanderer's Primal Roar trait creatures suffer the following effects while in its area:
changes such that it triggers three different times as his hit The storm is difficult terrain for flying creatures.
points drop to 450, 300, and 150 rather than only triggering Ranged attacks that travel more than 30 feet through the
once. The damage bonus granted to allies from each roar can storm automatically miss.
stack, and a single instance of damage to The Wanderer can
trigger multiple roars. On initiative count 20, every creature within the storm
Each time Primal Roar is triggered, a unique set of effects must succeed on a DC 17 Strength saving throw or be
occurs. These effects persist until The Wanderer is reduced pulled 30 feet toward its center.
to 0 hit points or 10 minutes has passed. 3rd Roar: The God of Protection
1st Roar (450 HP): The God of Beasts The Wanderer's roar creates a glowing 30-foot cube of
The Wanderer's roar summons a razorsaur in an unoccupied shimmering magical protection centered on himself. He can
space it can see within 300 feet, subject to the following choose any creatures within the area of the cube to be
conditions: rendered immune to all forms of damage while they continue
to be within it. The cube stays in one location and doesn't
The summoned razorsaur has an initiative count of 20 move with The Wanderer.
and benefits from the effects of the roar that called it
forth, including having the rampaging condition.
This razorsaur remains for 10 minutes or until either it or
The Wanderer are reduced to 0 hit points.
Each subsequent use of The Wanderer's Primal Roar will
summon another razorsaur in the same manner.

104
The Wanderer possesses an innate knack for battle tactics,
The Wanderer Adventure Hooks akin to an animal's hunting instincts, and he can expertly
d4 Plot Hook maneuver both himself and his minions to target the most
Wrath of The Wanderer: In their travels, the players
vulnerable foes.
inadvertently anger a sect of lizardmen who view them When selecting from his attack options, you can make the
1 as enemies of their god. The sect summons The following considerations:
Wanderer to quell the "threat" that the party Mighty Swing. This allows The Wanderer to use his maul
supposedly poses. to decimate the densest clusters of enemies on the battlefield.
Vice-like Jaws. This is effective against skirmishers like
Jungle Plunder: The players are visiting a jungle port rogues and monks or ranged attackers. It prevents them from
town where many treasure hunters come to plunder escaping, and The Wanderer can even move a grappled target
the ruins within the mainland. The plundering soon into a cluster of enemies, setting them up for his devastating
2 awakens the ire of the lizardmen and their protector,
The Wanderer. The players may join the treasure
Mighty Swing.
hunters to fight off the lizardmen and collect riches or
Raking Claw. This attack is most effective against targets
aid the lizardmen in driving off the plunderers.
with low AC, ensuring that both claws hit their mark.
Tail Trip. Targets with low Strength are especially
The Imposter's Trick: An imposter mimicking one of the susceptible to this move and make for ideal targets.
players has grievously wronged The Wanderer or those
3 he is charged with protecting. Mistaking the party for Primal Roar
allies of the imposter, The Wanderer seeks them out Once The Wanderer's Primal Roar ability triggers, all tactical
for retribution. considerations are cast aside in favor of pure bloodshed.
Primeval Clash: The players come across The Wanderer However, he retains the capacity to utilize his legendary
in the deep jungle, where he is battling overwhelming actions in the most tactically advantageous ways possible.
numbers of giant beasts to earn favor with the gods.
4
The players can aid him and attempt to earn his favor Mythic Encounter
or stalk his exploits and try to scavenge for leftover The Wanderer's mythic battle presents a formidable
loot in the aftermath. challenge for a player party, demanding significant
counterplay strategies.
The Wanderer Tactics For The Wanderer, there are few decisions to make. The
primary tactical consideration involves positioning the
The Wanderer excels in brutal melee combat. While razorsaurs upon their arrival. It's important to note that the
formidable on his own, he becomes even more effective when newly-summoned razorsaur, in their rampaging state, will
supported by ranged creatures. These allies help compensate hurl spikes at the closest target. Ideally, they should be
for his lack of long-range capabilities, and they work positioned to target ranged or flying attackers, which The
especially well together when the allies can benefit from The Wanderer struggles to counter.
Wanderer's Hulking Protector feature.

105
The Wanderer Loot Example Wanderer Loot Names
You can give the different types of items unique names based
Most of the valuable goods that can be looted from The on their material and value to help differentiate them from
Wanderer are the remains of the equipment he was using or one another. The following tables provide some example
valuables he was carrying. Though crox don't often collect names.
these items themselves, other lizardmen often adorn them
with bones, jewelry, and ornaments of precious metal for Example Very Rare Wanderer Item Names
ceremonial purposes, and The Wanderer is decorated with 1,000gp
the most sacred of these items. Most dropped valuables can 1d4 500gp Item Item 2,000gp Item
be found using an Intelligence (Investigation) check.
Alternatively, you can roll for the loot randomly using a flat 1 Cracked Runic Runic Dino Pristine Runic
modifier. (Bone) Dino Bone Bone Dino Bone
Because a battle against The Wanderer will likely be a 2 Damaged Star Star Ruby Masterwork Star
major turning point in the adventure, it will often be a good (Jewelry) Ruby Amulet Amulet Ruby Amulet
idea to include a treasure hoard of the appropriate level as
loot in addition to what's listed here. 3
Damaged
Platinum
Masterwork
Platinum Platinum
(Metal) Ornament
The Wanderer Loot Tables Ornament Ornament
The following tables describe the number of items and value Runic
of those items the players are able to loot depending on the 4 Damaged Runic
Weapon
Masterwork Runic
result of their check or the results of your roll. If they're (Stone) Weapon Shard
Shard
Weapon Shard
making checks, you can have them make a separate check for
each creature they're looting or use one check for multiple Example Legendary Wanderer Item Names
creatures at once to save time.
10,000gp
The Wanderer Loot Table 1d4 5,000gp Item Item 20,000gp Item
Looting Check Result or 1d20 + 7 Loot Skull of
1 Cracked Skull of Pristine Skull of
Primal
1-9 1 500gp Item (Bone) Primal Divinity Primal Divinity
Divinity
10-11 1 1,000gp Item
Damaged
Celestial Masterwork
12-17 1d4(2) 1,000gp Items 2 Celestial
Diamond Celestial
(Jewelry) Diamond
18-23 1d6(3) 1,000gp Items Amulet Diamond Amulet
Amulet
24+ 1d6(3) 2,000gp Items Damaged Masterwork
3 Ornament of
Ornament of Ornament of the
The Wanderer Mythic Loot Table (Metal) the Old Ones
the Old Ones Old Ones
Looting Check Result or 1d20 + Damaged
7 Loot Weapon of Masterwork
4 Weapon of the
the Eternal Weapon of the
1-8 2d4(5) 5,000gp Items (Stone) Eternal
Wanderer Eternal Wanderer
Wanderer
1d6(3) 10,000gp
9-10
Items The Wanderer Art Credit
11-17
2d4(5) 10,000gp Viashino Slaughtermaster - Raymond Swanland, Wizards
Items of the Coast
1d6(3) 20,000gp Shards of Alara, Forest - Aleksi Briclot, Wizards of the
18-23
Items Coast
Blood Sun - Emrah Elmasli, Wizards of the Coast
24+
2d4(5) 20,000gp Predatory Advantage - Raymond Swanland, Wizards of
Items the Coast
Jund Panorama - Jaime Jones, Wizards of the Coast

106
Zor-Rokk, The Pale Lizard
Indomitable Champion of The Lizardmen Aid of The Pale Lizard. While adventuring through a
Habitat: Jungle; Treasure: Armament, Individual sinister underground lair belonging to dark elves or
In the days when the stars of Heaven align in solemn ratfolk, the players encounter Zor-Rokk and the
council, and the fires of distant mountains blaze forth, casting 3
remments of an ill-fated lizardfolk strike force seeking
white flames to dance upon the mirror of the sea, there shall to reclaim a stolen relic. Zor-Rokk offers his protection
arise a Saurian from the sacred pool, alone and peerless, clad to the players if they help him recover the relic.
in scales of alabaster, towering in stature beyond all kin that Undying Will. In the wake of a massive undead assault on
came before. His body and mind shall be wrought as if from a lizardmen outpost, survivors claim to have seen a
iron, unbreakable in loyalty and limb, a hero forged by the saurus warrior still fighting despite carrying obviously
will of the Old Ones. 4
mortal wounds. Skink oracles whisper that Zor-Rokk has
And lo, a Priest of the Heavens, beholding his unwavering kept on fighting as an undead mockery, his undying will
devotion, and a Priest of the Beasts, marveling at his primal fueling driving his broken body forward.
strength, shall come forth to greet this new-made warrior.
Both shall bow before his might and proclaim his destiny. By Zor-Rokk, The Pale Lizard Art Credit
their command, the ancient seals of the armories, hidden
deep within the thickest wilderness and guarded by the Rivaz of the Claw - Joshua Raphael, Wizards of the Coast
disciples of the Old Ones, shall be broken. From those Jungle Hollow - Eytan Zana, Wizards of the Coast
shadowed depths shall be drawn a mace of turquoise, its Dread Osseosaur - David Auden Nash, Wizards of the
strikes guided by the unerring will of the Old Ones, a weapon Coast
to rend the enemies of the divine.
Moreover, it shall be decreed that a shield be forged for the
Pale Lizard, worthy of his grandeur. To the Mountains of
White Flame shall the priests’ servants journey, where, with
toil unyielding, twelve Crox shall labor to hew a mighty slab of
stone. Torn from the grasp of the earth, it shall be borne to
the mainland, where twelve artificers, skilled in the craft of
ages, shall carve a shield of such vastness that none but the
great Pale Lizard may wield it in battle.
With these gifts—the mace of turquoise and the shield of
stone—the Pale Lizard shall go forth in the name of the Old
Ones. Armies shall rise against him, crashing as waves upon
unyielding cliffs, yet he shall endure. The mongrels of chaos
shall be scattered before his might, their armaments crushed
beneath his tread. As it has been planned by the Old Ones, so
shall it be.
Zor-Rokk Adventure Hooks
d4 Plot Hook
The Relentless Guardian. A long-forgotten city in the
jungle is being unearthed by treasure-hunters beging
escorted by the players, only to find it is still guarded.
1 Zor-Rokk, ancient and immovable, emerges from the
overgrowth and begins slaughtering the invaders
alongside other jungle beasts. The players must escape
the carnage and Zor-Rokk's wrath.
The Twisted Bastion. A temple-city bastion once
guarded by Zor-Rokk has fallen to chaos forces. Now,
visions plague nearby mage-priests: Zor-Rokk’s spirit
2 endures in the ruins, twisted and befuddled by dark
magic. The party is sent to the defiled ruins of the city
to liberate the spirit of the unbreakable warrior before
it is consumed by the demons lurking within.

107
Zor-Rokk, The Pale Rock. Melee or Ranged Weapon Attack: +12 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 13 (2d6
Lizard + 7) Bludgeoning damage. If the attack targets a flying
creature, it has advantage, and on a hit the target is
Medium Humanoid (Saurian), Lawful Neutral
knocked Prone.

Armor Class 20 Initiative +12 (22) Monstrous Actions.


Monstrous Actions.
Hit Points 294 (28d8 + 168)
Zor-Rokk gains two additional actions in combat: Shield
Speed 40 ft.
Charge and Earth Break. He also gains Chomping Frenzy
while he is at 150 hit points or less. Each action can be
MOD SAVE MOD SAVE MOD SAVE performed on its own initiative count (losing ties),
separate from Zor-Rokk’s own, if he is not
STR 24 +7 +7 DEX 14 +2 +2 CON 22 +6 +11 Incapacitated. He can replace any action with Tenacious
INT 10 +0 +5 WIS 20 +5 +10 CHA 10 +0 +5 Will, even if Incapacitated.
Shield Charge (Initiative Count 15). Zor-Rokk moves up
Skills Athletics +12, Perception +15, Stealth +7 to 30 feet in a straight line, ignoring difficult terrain and
moving through the space of any creature. Each
Immunities Charmed, Exhaustion, Frightened creature whose space he enters must make a Dexterity
Senses Blindsight 30 ft., Darkvision 30 ft., Passive or Strength Saving Throw (target’s choice): DC 20.
Perception 25 Failure: The creature takes 14 (4d6) Bludgeoning
damage and is pushed ahead of Zor-Rokk for the rest of
Languages Draconic his movement.
Challenge 15 (13,000 XP) Proficiency Bonus +5 Successful Dexterity Save: The creature takes no
damage and is pushed 5 feet aside to the nearest space
out of his path.
Traits
Traits Successful Strength Save: The creature takes half
Implacable. Zor-Rokk has advantage on saving throws damage, and Zor-Rokk’s movement ends.
against being Incapacitated, Stunned, or Paralyzed. Earth Break (Initiative Count 10). Zor-Rokk moves up to
Sheltering Shield. As long as Zor-Rokk isn’t 15 feet in a straight line and slams his maul into the
Incapacitated and there are no hostile creatures within ground, unleashing a wave of destruction in a 15-foot
5 feet of him, he has three-quarters cover. If Zor-Rokk cube originating from him. The ground in the area
is subjected to an effect that allows him to make a becomes difficult terrain. Each creature in that area
must make a Constitution Saving Throw: DC 20.
saving throw to take only half damage, he instead takes
no damage on a successful save and half damage on a Failure: The creature takes 14 (4d6) Bludgeoning
failed one. damage and is knocked Prone.
Failure by 10+: The creature is buried under rubble
Shield of Aeons. If a creature moves at least 10 feet and Restrained. Any creature, including the buried one,
straight toward Zor-Rokk immediately before making a can use its action to free it with a DC 20 Strength
melee attack, that attack is made with disadvantage. If Check (with advantage if the rescuer has a Burrow
the attack misses and the creature is within 5 feet of speed).
him, it takes 10 (3d6) Bludgeoning damage.
Chomping Frenzy (Initiative Count 1; only while at 150 hit
Actions
Actions
points or less). Zor-Rokk makes a bite attack against
each creature within 5 feet of him. Melee Weapon
Maul of the Old Ones. Melee Weapon Attack: +12 to hit, Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6
reach 5 ft., one target. Hit: 21 (4d6 + 7) Bludgeoning + 7) Piercing damage, and the target suffers a rending
damage. Zor-Rokk chooses one of the following Wound. While Wounded, the target has disadvantage
effects: on Strength, Dexterity, and Constitution saving throws,
Batter. The target must make a Strength Saving Throw: checks, and attack rolls, and its Speed is halved. The
DC 20. Wounded creature, or a creature within 5 feet of it, can
Failure: The target is pushed up to 15 feet away and use an action to make a DC 20 Wisdom (Medicine)
knocked Prone. Check, ending the effect on a success. The effect also
Failure by 10+: The target is pushed 30 feet away ends if the target regains 15 or more hit points. If the
and can’t stand up until the end of its next turn. target already has a rending Wound, it instead takes 28
Crush. The target must make a Strength Saving Throw: (8d6) additional Piercing damage.
DC 20.
Failure: The target takes 14 (4d6) Bludgeoning Tenacious Will. If Zor-Rokk is subject to an ongoing
damage. effect that allows a saving throw as an action or at the
Failure by 10+: The target takes 28 (8d6) start or end of his turn, he can immediately make that
Bludgeoning damage. save with advantage, ending the effect on a success.
Concuss. The target must make a Constitution Saving
Throw: DC 20.
Failure: The target is Dazed* and can’t Concentrate
until the start of Zor-Rokk’s next turn.
108 Failure by 10+: The target is Stunned while Dazed.
Epic Battle: Bastion of The Old
Ones The beast crashed through the thicket, hurlin’
toward us with a slab o’ stone big as a barn door. A
If you wish to make Zor-Rokk into an even greater threat for great white lizard, standin’ on two legs, drove it
late-game adventurers, you may give him the Resilient trait forward with one arm near thick as a man’s chest.
described below. This increases his Challenge Rating to 18. The two lads in front o’ me barely had time to
Resilient. Zor-Rokk has resistance to all damage from clutch their halberds afore that slab smashed into
attacks. ‘em. Blood and bone painted the stone red. Our
Whenever a creature has advantage on an attack roll wizard, old Erich, was quick to act, mutterin’ his
against Zor-Rokk, it can choose to roll only one die instead of incantations, flames dancin’ ‘cross his fingers like
two as it aims for his weak point. If the attack hits, it ignores he’d done with all the other mongrels we’d faced.
Zor-Rokk’s resistances. The attack still counts as having But that thing swung a mace, a brutal thing
advantage for the purpose of abilities such as a rogue’s Sneak bigger’n any I’d ever seen, and cracked him ‘cross
the head. The poor fool’s head near split, his eyes
Attack. rollin’ every which way as he stumbled back,
If any damage would reduce Zor-Rokk to 0 hit points and clingin’ to life by a thread.
did not target his weak point, he is reduced to 1 hit point The Captain, bold as brass, was a few paces off,
instead. Zor-Rokk only dies if he is reduced to 0 hit points atop his warhorse. He hefted his lance and spurred
from damage dealt to his weak spot. his steed to a full gallop, roarin’ a battle cry that’d
make an orc quake. But that cold blood-thing
Example Lizardmen Encounters blinked once, calm as a drill sergeant on parade,
The following are example encounters that can be used in and turned its slab-shield to meet him. The
adventures featuring Zor-Rokk, the Pale Lizard. These Captain, all gleam and glory in his knightly plate,
encounters assume that he is a Hard challenge and are crashed into it like an egg toss against a wall. His
horse screamed, legs snappin’ like dry twigs, and
designed for parties of level 11 characters. The creatures the man himself twisted every which way, armor
listed here can be found in the Lizardmen Compendium. bucklin’ under the force, left lookin’ like a piece of
1d12 Encounter crumbled parchment. All this time, that white-
scaled hide was still pristine, with not a drop of
1 1 Saurian Scar Commander & 4 Saurian Warriors gore stainin’ it.
2 2 Crox Warrior & 6 Skink Skirmishers I didn’t see what came next. My legs decided
they’d had enough o’ that slaughter. They carried
4 Saurian Warriors with the Blessing of the Beast me far from that cursed place, heart poundin’ like a
3
God, riding atop a Cold Bloods drum. Last I heard was a sound like a felled oak
crashin’ to the ground, and that poor beast’s wailin’
4 1 Carnosaur with the Blessing of the Wind God
cut short. And that’s why I’ll never step foot in that
5 2 Razorsaur & 6 Skink Skirmishers forsaken wilderness again.
-Baldwin Eugster, Sole Survivor of The Hartmann
3 Sacred Saurian with the Blessing of the Protector Expedition
6
God
2 Sacred Saurian with the Blessing of the Beast God
7 and the Blessing of the Stoic God atop riding atop a
Cold Bloods
8 1 Skink Priest (Lore of Beast) & 3 Razorsaur
3 Sacred Saurian with the Blessing of the God of
9
Fate
1 Saurian Scar Commander, 1 Skink Chieftain & 4
10
Skink Skirmishers
2 Sacred Crox Warrior with the Blessing of the
11
Protector God
1 Ceradon with a large howdah carrying 4 Skink
12
Warriors

109
Zor-Rokk Tactics Zor-Rokk Loot
Zor-Rokk is a melee-focused fighter able strike multiple Because saurian are humanoids, most of the valuable goods
enemies at once, applying debilitating conditions to control that can be looted from Zor-Rokk are the remains of the
the battlefield. His tactics prioritize positioning, targeting equipment he was using or valuables he was carrying. Most
vulnerable enemies, and maximizing the impact of his dropped valuables can be found using an Intelligence
monstrous actions. (Investigation) check.
Standard Turn. Zor-Rokk uses his turn to position himself As an alternative to making any checks, you can roll for the
optimally for his Shield Charge monstrous action when loot randomly using a flat modifier.
possible, while still prioritizing attacks against nearby
targets. He prefers to target enemies already afflicted by Zor-Rokk Loot Tables
debilitating conditions he has imposed (e.g., Rending Wounds The following tables describe the number of items and value
or Restrained), especially if he has advantage against them. of those items the players are able to loot depending on the
However, he will not forgo an attack just to set up a Shield result of their check or the results of your roll. If they're
Charge. making checks, you can have them make a separate check for
When attacking, Zor-Rokk chooses one of the following each creature they're looting or use one check for multiple
additional effects based on the situation: creatures at once to save time.
Batter: Used to push a low-Strength target into position for Zor-Rokk Loot Table
a Shield Charge, aligning it with other enemies.
Crush: Applied when the target is already in a favorable Looting Check Result or 1d20 + 7 Loot
position, particularly against opponents with low Strength. 1-9 1d4(2) 500gp Item
Concuss: Employed to prevent skirmishers or ranged
attackers from escaping, or to disrupt spellcasters 10-12 1d6(3) 500gp Items
maintaining concentration. 13-18 1d4(2) 1,000gp Items
Monstrous Actions 19-24 1d6(3) 1,000gp Items
Shield Charge: Zor-Rokk prioritizes hitting as many targets 25+ 1d4(2) 2,000gp Items
as possible, focusing on ranged fighters. He avoids targeting
creatures with high Strength saving throws. If unable to Epic Encounter Loot Table
reach ranged targets, he moves toward them to close the
distance. Looting Check Result or 1d20 + 7 Loot
Earth Break: Used against the largest group of enemies 1-9 2d4(5) 500gp Item
within range to maximize impact. This ability also prevents
enemies from weaving in and out of combat. 10-12 1d6(3) 1,000gp Item
Chomping Frenzy: Activated when Zor-Rokk’s hit points 13-19 2d4(5) 1,000gp Items
drop to 100 or below. He targets as many enemies as
possible, inflicting Rending Wounds to debilitate them. He 20-24 2d4(5) 1,000gp Items
uses his other monstrous actions to pursue and finish off 25+ 2d6(7) 2,000gp Items
wounded enemies attempting to flee.
Example Loot Names
You can give the different types of items unique names based
on their material and value to help differentiate them from
one another. The following tables provide some example
names.
Example Zor-Rokk Item Names
1,000gp
1d4 500gp Item Item 2,000gp Item
1 Cracked Relic Pristine Relic
Relic Skull
(Bone) Skull Skull
2 Damaged Star Star Ruby Masterwork Star
(Jewelry) Ruby Amulet Amulet Ruby Amulet
3 Damaged Ancient Pristine Ancient
(Hide) Ancient Scales Scales Scales
4 Damaged Relic Relic Masterwork Relic
(Stone) Armament Armament Armament

110
Revision Numbers
Local Content Referenced Content
Creatures Condition: Burning 1.0.1
Condition: Dazed 1.0.0
Carnosaur 1.0.0 Condition: Obsessed 1.0.0
Carnosaur, Guldbloom's Terror 1.0.1 Condition: Quickened 1.0.0
Ceradon 1.0.0 Condition: Rampaging 1.1.0
Ancient Ceradon 1.0.0
Ceradon, Thunderous One 1.0.0 Spells
Cold Bloods 1.0.1
Horned Cold Blood 1.1.0 Lore of Beasts
Crox Warrior 1.0.0 Amber Spear 1.0.0
Sacred Crox Warrior 1.0.0 Aspect of the Beast 1.0.0
Crox Storm Warrior 1.0.0 Bestial Spirit 1.0.0
Crox Ancient 1.0.0 Call of the Pack 1.0.0
Dread Saurus 1.0.0 Impenetrable Pelt 1.0.0
Dread Saurus, The Dread Ripper 1.0.0 Monstrous Transformation 1.1.0
Lord Krohc 1.0.0 Primal Dominance 1.0.0
The Last Defender 1.1.1 Summon Flock 1.0.0
Grimlokk 1.1.1 Wild Surge 1.0.0
Lord Mazhalmundi 1.0.0
Zloq 1.0.0 Lore of Heavens
Saurian Warrior 1.0.0 Comet's Call 1.0.0
Sacred Saurian 1.0.0 Curse of the Midnight Wind 1.1.0
Saurian Temple Guard 1.0.0 Harmonic Convergence 1.0.0
Saurian Chamber Guardian 1.0.0 Ice Storm 1.1.0
Saurian Scar Commander 1.0.0 Lighting Strike 1.0.0
Saurian Elder Blood 1.0.0 Second Sight 1.0.0
Skink Warrior 1.1.0 Wind Blast 1.1.0
Skink Skirmisher 1.1.0 Sload Mage Priest Spells
Skink Behemoth Keeper 1.1.0
Skink Chieftain 1.1.0 Lore of Beasts
Skink Conduit 0.0.0
Skink Priest 0.0.0 Amber Spear 1.0.0
Sload Mage-Priest 1.0.0 Bestial Spirit 1.0.0
The Wanderer 1.0.1 Summon Stampede 1.0.0
Zor-Rokk, The Pale Lizard 1.0.0 Titanic Growth 1.0.0
Unleash the Beast 1.0.0
Magic Items Lore of Death
Hand of Gods 1.0.0 Crippling Pain 2.0.0
Maul of Unending Battle 1.0.0 Horrifying Laughter 1.0.0
Shield of Aeons 1.0.0 Purple Sun 1.0.0
Spear of Dread Visions 1.0.0
Lore of Fire
Siege Weapons Burning Bolts 1.0.0
Poison Ballista 1.0.0 Meteor Swarm (Revised) 1.0.0
Giant Blowpipe 1.0.0
Lore of Heavens
Lighting Strike 1.0.0
Storm of Vengeance (Revised) 1.1.0
Wrath of the Four Winds 1.0.0
Lore of High Magic
Disruptive Pulse 1.0.0
Flames of the Phoenix 1.0.0
Power Word: Stun (Revised) 1.0.0
Rays of Magic 1.0.0
Soul Quench 1.0.0
111
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Lore of Life
Gift of Life 1.0.0
Dwellers Below 1.0.0
Regrowth 1.0.0
Storm of Renewal 1.0.0
Lore of Light
Dazzling Light 1.0.0
Divine Judgment 1.0.0
Lore of Metal
Final Transmutation 1.0.0
Plague of Rust 1.0.0
Weapon of Power 1.0.0
Lore of Shadow
Withering Resolve 2.0.0
Path of Shadows 1.0.0
Pit of Shadows 1.0.0
Weird (Revised) 1.0.0
Lore of Mazhalmundi Spell
Eruption 1.0.0
Mechanics
Siege Weapon Rules 1.0.0
Howdah Rules 1.0.0
New Types of Items
Howdahs
Large Howdah 1.0.0
Huge Howdah 1.0.0

112
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Change Log
Document
2.0.0
Rename creatures
Add Spells
Add Carnosaurs
Add Ceradons
Add Crox
Add The Last Defender
Add Razorsaurs
Add Skink Priests
Add The Wanderer
2.1.0
Add missing legendary actions to The Dread Ripper
3.0.0
Add Sload Mage Priest Spells
Add Lord Krohc
Lord Mazhalmundi
Add Sload Mage Priests
Add Zor-Rokk, The Pale Lizard
Carnosaur, Guldbloom's Terror
1.0.1
Fix formating for Guldbloom's Terror tactics
The Last Defender
1.1.0
Remove old notes
1.1.1
Add clarity to The Last Defender's Bite attack
Rearrange The Last Defender's Actions
The Wanderer
1.0.1
Fix typo in adventure hooks title

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

You might also like