Lizardman Shamans Guide
Bosses guide · Updated September 2025
Lizardman Shamans are the dragon warhammer farm - level-100 monsters in the Molch area who hit hard, jump on you, and spawn adds while you fight. The teleport lands at 1445, 3699 at the swamp camp.
They are the only source of the dragon warhammer, the corp-meta defence-draining spec weapon - which makes them permanently worth farming.
The fight mechanics
Shamans melee in close range and jump-attack when you kite - a leap that lands on your tile for heavy damage. Pray melee and the damage is mostly covered, but the jumps are what catch people.
They spawn lizardman adds as you fight - small adds that stack up and turn a single-pull into a crowd. Kill the adds or the fight overwhelms.
Gear that works
- Protect-from-melee base - most of the damage is melee.
- A weapon with aoe or a fast swap for the adds.
- Antipoison - shamans venom on hit.
- Teleport out - the swamp is a long walk if you get pinned.
The drops
The dragon warhammer is the draw - plus lizardman fangs, long bones, and the Xeric's talisman. Every tradeable drop is GE-linked below.
Reading the jump attack
When a shaman crouches and leaps, it is targeting your current tile - the jump lands for heavy damage where you were standing a tick ago. Sidestep the moment you see the crouch and the hit whiffs entirely.
It is the one mechanic that turns a safe fight into a death: a single jump into a pack of adds can drop a mid-level player. Watch for it constantly.
The warhammer grind
The dragon warhammer is a 1/5000-class drop - expect long sessions. The fangs and talismans that fill the table between attempts are the consolation that keeps the farm profitable; they stack up steadily while you wait for the big roll.
The swamp camp run
The Molch camp holds three shamans in close quarters - you can cycle between them for continuous kills, though the adds from each pull will overlap if you are slow. The canyon layout means a second shaman sometimes joins mid-fight; keep overhead prayer up and treat it as a two-target fight.
Killing them on a lizardman slayer task gives the task bonus on top of the normal drops, which is the efficient way to farm the warhammer.
The Xeric talisman value
Beyond the warhammer, the Xeric's talisman drops here - the teleport jewellery for the Zeah continent. It is untradeable-ish niche loot, but for players doing lizardman content it is a convenience drop worth keeping.
The lizardman fangs stack up as vendor trash with real alch value - check the GE alch page; they often alch at or above their sale price.
Session summary
Pray melee, dodge the jumps, clear the adds - the dragon warhammer is the whole reason to be here, and the table keeps the long grind paid for.
Notable drops
Tradeable drops link to their live Grand Exchange page.
| Item | Quantity | Rarity |
|---|---|---|
| 1 | Always | |
| Clue scroll (elite) | 1 | Very rare |
| Clue scroll (hard) | 1 | Very rare |
| Curved bone | 1 | Very rare |
| 1 | Very rare | |
| Long bone | 1 | Very rare |
| Xeric's talisman (inert) | 1 | Very rare |
| 1 | Rare | |
| 1 | Rare | |
| 1 | Rare | |
| 1 | Rare | |
| 1 | Rare | |
| 3-6 | Rare | |
| 1 | Rare | |
| Spirit seed | 1 | Rare |
| 1 | Rare | |
| 15 | Rare | |
| 1 | Rare | |
| 1 | Rare | |
| 40-60 | Uncommon | |
| 20-30 | Uncommon | |
| 1 | Uncommon | |
| 66-80 | Uncommon | |
| 1-3 | Uncommon | |
| 1-3 | Uncommon | |
| 1-3 | Uncommon | |
| 1-3 | Uncommon | |
| 1 | Uncommon | |
| 1 | Uncommon | |
| 1 | Uncommon | |
| 1 | Uncommon | |
| 1 | Uncommon | |
| 60-80 | Common | |
| 2 | Common | |
| 20-25 | Common | |
| Coins | 100-6000 | Common |
| 24-35 | Common | |
| 10-14 | Common | |
| 2 | Common |
Track these items
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