Lizardfolk Mystic | Free Monster for D&D and PF2e

Designed by Claire Martin
PF2e Conversion by Bill Fischer
While most lizardfolk are creatures of action and impulsivity, some still prefer to operate from behind the front lines. Lizardfolk mystics draw their power from the sea and seek to become one with the water. They clothe themselves in fabrics that ripple like waves and adorn themselves with white plants that resemble seafoam.
The Way of Water. The mystics are the lizardfolk who believe that water is the most powerful, destructive, and mysterious force in the world, and they should aspire to obtain unity with it. They gain their abilities by spending hours wading into the sea, training themselves to feel the push and pull of the water and internalizing it within themselves.
Lizardfolk Mystic - 5e
Medium humanoid, neutral
Armor Class 13 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft., swim 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
15 (+2) |
10 (+0) |
13 (+1) |
10 (+0) |
12 (+1) |
15 (+2) |
Skills Perception +4, Stealth +4, Survival +6
Damage Resistances fire
Senses passive Perception 13
Languages Draconic
Challenge 2 (450 XP) Proficiency Bonus +2
Hold Breath. The mystic can hold its breath for 15 minutes.
Spellcasting. The lizardfolk mystic’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells:
At will: resistance, sacred flame, toll the dead
3/day: bane, create or destroy water, inflict wounds
1/day: blindness/deafness, spiritual weapon
Actions
Multiattack. The lizardfolk mystic makes two attacks, one with its Bite and one with its Claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Wave (Recharge 4-6). The mystic unleashes a wave of water. Each creature in a 15-foot cube originating from the mystic must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage and is pushed 10 feet away from the mystic. On a successful save, a creature takes half as much damage only.
Lizardfolk Mystic - PF2e
Creature 3
Uncommon, Medium, Humanoid, Lizardfolk
Perception +12
Languages Common, Draconic, Iruxi
Skills Nature +12, Stealth +8, Survival +12
Str +3, Dex +1, Con +2, Int +0, Wis +2, Cha +3
Deep Breath A lizardfolk mystic can hold their breath for 15 minutes.
—
AC 19; Fort +7, Ref +5, Will +10
HP 45; Resistances fire 3
—
Speed 25 feet, swim 25 feet
Melee [one-action] jaws +9, Damage 1d6+4 piercing
Melee [one-action] claws +9 (agile), Damage 1d4+4 slashing
Melee [one-action] tail +9 (agile), Damage 1d4+4 bludgeoning
Primal Innate Spells DC 20, attack +12; 3rd blindness; 2nd spiritual armament; 1st bane, create water, harm; Cantrips (2nd) divine lance, guidance
Wave [two-actions] (concentrate, manipulate, primal, water) The lizardfolk mystic summons a wave of water in a 15-foot emanation. Enemies in the area take 3d6 bludgeoning damage (DC 20 basic Dexterity save). On a critical failure, the creature is also knocked back 10 feet. The mystic can’t use Wave again for 1d4 rounds.Save Time & Run Amazing Games with Lair Magazine
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Monsters