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.

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