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 saurus 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 saurus 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 saurus, 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.
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.
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 (saurus), 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
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.
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.
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
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
is a creature, it sustains two carnosaur wounds and is
Challenge 15 (13,000 XP) Proficiency Bonus +5
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
(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.
3
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?
4
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 Magic Items Hand of Gods
Wonderous item, rare (requires attunement), 5000gp
The following are new lizardmen-themed magic items you This divine relic appears to be a golden gauntlet with an
can add to your adventures. They are both used by The Last extended arm piece. While wearing it, its user can create
Defender and if players defeat him, you could give them the blazing balls of sunlight in the gauntlet's palm, which can
opportunity to loot these items for themselves. then be blasted at enemies.
Spear of Dread Visions To attune to this item, you must affix it to your arm, either
Weapon (spear), rare (requires attunement), 4,000gp at the wrist, elbow, or shoulder. Upon doing so, the prosthetic
This spear was said to have been wielded by the Old Ones magically transforms, replicating the appearance and
themselves. Those struck by it are inflicted with visions of function of the limb it's replacing. Once attached, it becomes
doom that sap them of their will to carry on. The spear grants an integral part of your body.
a +1 bonus to attack and damage rolls made with it. Radiant Assault: Once per turn, when you would normally
Returning Throw: If the spear is thrown, it immediately make an unarmed strike, you can instead opt to make a
flies back to your hand after the attack. ranged spell attack with a range of 100ft. using this item. For
Visionary Assault: Once during your turn, when you hit a this attack, add your Wisdom modifier and proficiency bonus
creature with this weapon, you can inflict upon it a mystical to the attack roll. On a hit, the target suffers 4d10 radiant
vision. At the end of each of the affected creature's turns, it damage.
takes 2 (1d4) psychic damage for each vision it has been
inflicted with.
A creature can have multiple visions simultaneously, and if
it is suffering from three or more visions, it is blinded and has
disadvantage on Intelligence, Charisma, and Wisdom saving
throws and checks until the visions are removed.
Visions can be removed by the remove curse spell or any
effect that can remove the blinded condition. A creature with
visions or another creature within 5 feet can make a DC 15
Wisdom (Insight) check as an action, ending all visions on a
success.
A creature with Truesight cannot gain these
visions, and all visions are removed if a creature
gains Truesight.
5
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 saurus are humanoids, most of the valuable goods
that can be looted from The Last Defender are the remains of Example Loot Names
the equipment he was using or valuables he was carrying. You can give the different types of items unique names based
Most dropped valuables can be found using an Intelligence on their material and value to help differentiate them from
(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
18-23 4d6(14) 200gp Items (Hide) Ancient Scales Scales Scales
4 Damaged Relic Masterwork Relic
24+ 5d6(17) 200gp Items 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) 5000gp 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.
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.
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 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
7
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
1.0.0
Document release
1.1.0
Remove old notes
1.1.1
Add clarity to The Last Defender's Bite attack
Rearrange The Last Defender's Actions
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.