Lizardfolk
Medium humanoid (lizardfolk), neutral
- Armor Class
- 13, 15 (armor)
- Hit Points
- 22 (4d8)
- Speed
- swim 30 ft., 30 ft.
- Senses
- passive perception 13
- Languages
- Draconic
- Challenge
- 1/2 (100 XP)
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.
Medium humanoid (lizardfolk), neutral
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.
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