Lizardfolk

5e

medium humanoid, neutral

Challenge 1/2 (100 XP)

STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
7 (-2)
WIS
12 (+1)
CHA
7 (-2)

Defense

Armor Class 15 (natural armor, shield)
Hit Points 22 (4d8+4)
Speed 30 ft., swim 30 ft.

Proficiencies & Senses

Skills Perception +3, Stealth +2, Survival +3
Languages Draconic
Passive Perception 13

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.

Reference Text

A medium-sized lizardfolk humanoid with scaly skin, sharp teeth, and a spiked shield, standing in a swampy environment.