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Lizardfolk 2014

CR 1/2 humanoid

Medium humanoid, neutral


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

STR15 (+2)
DEX10 (+0)
CON13 (+1)
INT7 (-2)
WIS12 (+1)
CHA7 (-2)

Saving Throws
Skills
Perception +3, Stealth +4, Survival +5
Senses
passive Perception 13
Languages
Draconic
Challenge
1/2 (100 XP) · Proficiency Bonus +2

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.

Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban

Other versions

Source: System Reference Document 5.1 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 / OPEN GAME LICENSE Version 1.0a details