Lizardfolk CR 1/2 Medium humanoid

"Every monster has a weakness. Most have several attacks first."

πŸ‰ Bestiary β€Ί Humanoids

Medium humanoid (lizardfolk), neutral

Armor Class 13 (natural armor), 15 (shield) Hit Points 22 (4d8 + 4) Speed 30 ft., swim 30 ft.
STR 15 (+2)
DEX 10 (+0)
CON 13 (+1)
INT 7 (βˆ’2)
WIS 12 (+1)
CHA 7 (βˆ’2)

Skills Perception +3, Stealth +4, Survival +5

Senses passive Perception 13

Languages Draconic

Challenge 1/2 (100 XP)   Proficiency Bonus +2

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.

Where to meet one

The encounter builder rolls the lizardfolk for fights in 🐸 swamp and πŸ–οΈ coast.

More humanoids

Every humanoid in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.