Lizardfolk
D&D 5e · 2014·Medium Humanoid (lizardfolk)·Neutral
- Armor class
- 15natural armor, shield
- Hit points
- 224d8+4
- Challenge
- 1/2100 XP
- Proficiency
- +2
Speed 30 ft., swim 30 ft.
| Measure | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|
| Score | 15 | 10 | 13 | 7 | 12 | 7 |
| Mod | +2 | +0 | +1 | -2 | +1 | -2 |
| Save | +2 | +0 | +1 | -2 | +1 | -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.