The savage continent of Tarakona, where draconic races battle for supremacy!
While the bureaucratic lizardling empire sends its well-trained units onto the battlefield in regimented rows and columns, the only wild cards on the field are the knights.
Knights are the smartest, most careful combatants in a lizardling army, carefully surveying their enemy for weak points and exploiting them. A knight will identify a dangerous enemy—particularly ranged spellcasters—and fire at it from range while closing, then switch to its sword and make two-handed attacks until its enemy drops to the ground.
Text version of stat block, suitable for use in Homebrewery:
Lizardling Knight
Small humanoid, lawful
- Armor Class 11
- Hit Points 55 (8d10 + 15)
- Speed 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:—:|:—:|:—:|:—:|:—:|:—:|
|15 (+2)|14 (+2)|13 (+1)|10 (+0)|12 (+1)|7 (-2)|
- Proficiency Bonus +2
- Skills Athletics +4, Stealth +4
- Senses darkvision 60 ft., passive Perception 13
- Languages Draconic
- Challenge 2 (450 XP)
Multiattack. The knight makes two melee attacks on its turn.
Actions
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if two-handed.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 7 (1d6 + 4) piercing damage.
Tactics
Knights choose a single enemy on which they focus, usually staying back and getting in as many ranged attacks as possible before their chosen enemy closes to melee distance.