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Challenge 1/2
XP 100
Size Medium
Type humanoid
Alignment neutral
Armour Class 15
Hit Points 22
Hit Dice 4d8 + 4
STR 15
DEX 10
CON 13
INT 7
WIS 12
CHA 7 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.
RollQuest summary Senses: passive Perception 13. Languages: Draconic. Skills: Perception +3, Stealth +4, Survival +5. Speed: 30 ft., swim 30 ft.
SRD 5.1, p.326 · CC BY 4.0
← Ice Mephit Magma Mephit → Licence and attribution This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode . RollQuest has adapted this material: it is reorganised into rules data, and some entries are reworded, abridged or corrected.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd . The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode . RollQuest has adapted this material: it is reorganised into rules data, and some entries are reworded, abridged or corrected.
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