Lizardfolk
Medium humanoid (lizardfolk), neutral
- Armor Class 15 (natural armor, shield)
- Hit Points 22 (4d8 + 4)
- Speed 30 ft., swim 30 ft.
| Str. | Dex. | Con. | Int. | Wis. | Cha. | |
|---|---|---|---|---|---|---|
| Score | 15 | 10 | 13 | 7 | 12 | 7 |
| Modifier | +2 | +0 | +1 | -2 | +1 | -2 |
| Saving Throw | +2 | +0 | +1 | -2 | +1 | -2 |
- Skills Perception +3, Stealth +4, Survival +5
- Senses passive Perception 13
- Languages Draconic
- Challenge 1/2 (100 XP)
Traits
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Actions
Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.