Lizardfolk
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Basic
Size: Medium
Type: humanoid
Alignment: neutral
Health
Hit Points: 22
Hit Dice: 4d8
HP Roll: 4d8+4
Armor
Type: natural
Value: 13
Movement
Walk: 30 ft.
Fly: None
Swim: 30 ft.
Ability Scores
Strength: 15
Dexterity: 10
Constitution: 13
Intelligence: 7
Wisdom: 12
Charisma: 7
Proficiencies
- Skill: Perception: +3
- Skill: Stealth: +4
- Skill: Survival: +5
Senses
- passive_perception: 13
Damage Vulnerabilities
None
Damage Resistances
None
Damage Immunities
None
Condition Immunities
None
Special Abilities
- 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.
Legendary Actions
NoneOther Information
Languages: Draconic
Challenge Rating: 0.5
Proficiency Bonus: 2
XP: 100