All monsters

Lizardfolk

Medium, humanoid, neutral

CR 1/2AC 13HP 22 (4d8)

Speed swim 30 ft, walk 30 ft

str
15
(+2)
dex
10
(+0)
con
13
(+1)
int
7
(-2)
wis
12
(+1)
cha
7
(-2)

Skills stealth +4, survival +5, perception +3

Senses passive_perception: 13

Languages Draconic

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.

From the 5.1 SRD distributed by Wizards of the Coast under CC-BY 4.0. Dungeon Diary is not affiliated with or endorsed by Wizards of the Coast.