Traits
Hold Breath: The lizardfolk have a capacity to hold its breath for about 15 minutes.
Actions
Multiattack: The lizardfolk monster can make two melee attacks and then 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.
Attributes Of Lizardfolk Monster
AC |
15 (Natural Armor, Shield)
|
Alignment | Neutral |
CHA | 7 |
CON | 13 |
Challenge Rating
|
1/2 |
DEX | 10 |
HP |
22 (4d8+4)
|
INT | 7 |
Languages | Draconic |
Passive Perception
|
13 |
Roll 0
|
1d20 + 4 1d6+2
|
Roll 1
|
1d20 + 4 1d6+2
|
Roll 2
|
1d20 + 4 1d6+2
|
Roll 3
|
1d20 + 4 1d6+2
|
STR
|
15 |
Size
|
Medium |
Skills
|
Perception +3, Stealth +4, Survival +5
|
Speed
|
30 ft., swim 30 ft.
|
Type
|
humanoid (lizardfolk)
|
WIS
|
12
|
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