Lizardfolk

Medium humanoid (lizardfolk), neutral

Armor Class
15 (natural armor, shield)
Hit Points
22 (4d8 + 4)
Speed
30 ft., swim 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
7 (โˆ’2)
WIS
12 (+1)
CHA
7 (โˆ’2)
Skills
Perception +3, Stealth +4, Survival +5
Senses
passive Perception 13
Languages
Draconic
Challenge
1/2 (100 XP)

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.

Running this fight? Add the lizardfolk to the initiative tracker: type its name and the AC, hit points and initiative bonus fill in, and the book button shows this stat block mid-fight.

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.