Lizardfolk | Monsters
| Type | Humanoid |
|---|---|
| Hit Points | 22 (4d8 + 4) |
| Armor Class | 15 |
| Challenge | 1/2, 100 XP |
| Speed | 30 Ft., Swim 30 Ft. |
| Size | Medium |
| Alignment | Neutral |
| Languages | Draconic |
| Senses | Passive Perception 13 |
| Skills | Perception +3, Stealth +4, Survival +5 |
| Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
|---|---|---|---|---|---|
| 15 | 10 | 13 | 7 | 12 | 7 |
Description
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.