Monster Monday: Lizardling Archer of Tarakona

Posted by on March 27, 2017
Kobold by V Shane

Kobold by V Shane

The savage continent of Tarakona, where draconic races battle for supremacy!

What the lizardling empire┬álacks in creativity it makes up for in training. Its archers can do terrible damage with their short bows. This is important, as they’re trained┬áto maneuver around the rear of the battlefield and do damage from afar. A single good hit can take out an archer, but it can do considerable damage before that.

Archers always remain organized into a unit under a Commander (statted out separately), who strides into combat and calls orders back to its unit.

Text version of stat block, suitable for use in Homebrewery:

Lizardling Archer

Small humanoid, lawful

  • Armor Class 13
  • Hit Points 10 (2d8 + 2)
  • Speed 30 ft.

|8 (-1)|14 (+2)|10 (+0)|14 (+2)|12 (+1)|8 (-1)|

  • Proficiency Bonus +2
  • Skills History +4, Perception +2
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Draconic
  • Challenge 1/4 (50 XP)

Bow Training. The lizardling deal an extra +2 damage on ranged attacks, and their range increases by 20 feet.


Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 100/340 feet, one target. Hit: 8 (1d8+4) damage.


Archers keep to the absolute rear of combat, even scrambling away from approaching attackers to stay at range. Archers are always organized into a unit under a Commander, who typically orders them to attack a single foe at a time.

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