Lizardfolk
Medium humanoid (lizardfolk), neutral. CR 1/2, AC 13, 22 HP. Traits: Hold Breath.
- Armor class
- 13
- Hit points
- 22
- Challenge
- 0.5
- Creature type
- Humanoid
- Size
- Medium
- Alignment
- neutral
Stat block
- Cha
- 7
- Con
- 13
- Dex
- 10
- Int
- 7
- Str
- 15
- Wis
- 12
- Speed
- 30 ft., swim 30 ft.
- Senses
- passive Perception 13
- Skills
- Perception +3, Stealth +4, Survival +5
- 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.
- Languages
- Draconic
- Special abilities
- Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Source and licence
From System Reference Document 5.1.
Licence: SRD (CC BY 4.0).
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at creativecommons.org/licenses/by/4.0/legalcode.