Lizkin - A Low-Level DnD 5e Monster Homebrew
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Here's a low-level D&D 5e monster family designed to be fun, mobile, and a little chaotic. They work well as swamp, jungle, coastal, or tropical island encounters. The Lizkin are intended to be memorable recurring creatures—annoying, clever, mobile, and often more interested in stealing the party's favorite magic item than actually fighting them.
Lizkin
Small humanoid (reptilian), neutral
The Lizkin are clever, tribal reptilian humanoids that inhabit swamps, mangrove forests, river deltas, and tropical coastlines. Roughly two to three feet tall, they resemble a cross between a gecko, iguana, and kobold. Their bright scales range from emerald green and turquoise to orange, red, and yellow.
Unlike kobolds, Lizkin are not known for traps or dragons. Instead, they rely on agility, teamwork, and their remarkable natural adaptations. They can climb nearly any surface, swim with ease, sprint across water, and use their long sticky tongues to snatch objects from surprising distances (especially shiny ones).
Most adventurers underestimate them. Many later regret it.
Lizkin Scout
Small humanoid (lizkin), neutral
Armor Class 13 (natural armor)
Hit Points 9 (2d6+2)
Speed 30 ft., climb 30 ft., swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 15 (+2) | 12 (+1) | 10 (+0) | 12 (+1) | 9 (-1) |
Skills Athletics +4, Perception +3, Stealth +4
Senses Passive Perception 13
Languages Common, Lizkin
Challenge 1/4 (50 XP)
Amphibious
The Lizkin can breathe both air and water.
Wall Climber
The Lizkin can climb difficult surfaces, including ceilings, without needing to make ability checks.
Water Runner
If the Lizkin moves at least 20 feet during its turn, it can move across the surface of water without sinking.
Sticky Tongue
The Lizkin's tongue can extend up to 15 feet.
As a bonus action, the Lizkin may pull a Tiny unattended object within range into its hand.
Actions
Spear.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft.
Hit: (1d4) piercing damage.
Tongue Snap.
The Lizkin attempts to grab an object, potion, wand, key, or similar item held by a creature within 15 feet. The target must succeed on a DC 12 Dexterity saving throw or drop the item, which is immediately pulled into the Lizkin's hand.
Glider Lizkin
Small humanoid (lizkin), neutral
Challenge: 1/2 (100 XP)
These Lizkin possess large skin membranes that unfurl from their arms and sides, allowing them to glide between trees, cliffs, and rooftops.
Glide
When falling, the Glider Lizkin may move up to 60 feet horizontally for every 10 feet descended and takes no falling damage.
Dive Bomb
If the Lizkin descends at least 20 feet before attacking, it deals an extra 1d6 damage on its next melee attack.
Actions
Wing Spear.
+4 to hit.
Hit: (1d6) piercing damage.
Tongue Snatch.
The Lizkin attempts to grab an object, potion, wand, key, or similar item held by a creature within 15 feet. The target must succeed on a DC 12 Dexterity saving throw or drop the item, which is immediately pulled into the Lizkin's hand.
Chameleon Lizkin
Small humanoid (lizkin), neutral
Challenge: 1 (200 XP)
These rare hunters possess scales capable of changing color almost instantly.
Adaptive Camouflage
While motionless, the Chameleon Lizkin is invisible. The invisibility ends immediately after it moves or takes an action.
Color Shift
As a bonus action, the Lizkin gains advantage on its next Stealth check.
Ambush Predator
The first attack made against a creature that has not yet seen the Lizkin deals an additional 1 hit point piercing damage.
Actions
Poison Dart.
+5 to hit, range 30/90.
Hit: 1 hit point piercing damage plus (1d6) poison damage (Save CN 12 to avoid damage altogether).
Tongue Snatch.
The Lizkin attempts to grab an object, potion, wand, key, or similar item held by a creature within 15 feet. The target must succeed on a DC 12 Dexterity saving throw or drop the item, which is immediately pulled into the Lizkin's hand.
Lizkin Chief
Small humanoid (lizkin), neutral
Challenge: 2 (450 XP)
Tribal leaders are larger, older, and possess remarkably powerful tongues.
Tongue Master
The Chief's tongue reaches 25 feet.
Rally the Hatchlings
Once per combat, the Chief lets out a clicking war cry. Up to three allied Lizkin can immediately move up to half their speed without provoking opportunity attacks.
Actions
Multiattack.
The Chief makes two attacks, once with his spear, the other with his tongue.
Spear.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft.
Hit: (1d6+1) piercing damage.
Barbed Tongue.
+5 to hit, reach 25 ft.
Hit: 7 (1d6) bludgeoning damage.
If the target is Medium or smaller, it must succeed on a DC 13 Strength save or be pulled 10 feet toward the Chief.
Lizkin Tactics
Lizkin rarely fight fairly.
A typical encounter may involve:
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Scouts running across rivers to attack from unexpected angles.
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Glider Lizkin dropping from trees.
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Chameleon Lizkin sniping from concealment.
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Multiple Lizkin using tongues to steal healing potions, keys, maps, or spellcasting focuses.
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Retreating underwater if the battle turns against them.
Their goal is usually theft, defense of territory, or capturing shiny objects rather than outright killing intruders. If they are overwhelming the party, have them just steal something valuable from a fallen character and retreat to their lair.