Combat Statistics
CR 0.5
Challenge Rating
0 XP
13
Armor Class
22
Hit Points
(4d8)
Speed: {"walk":30,"swim":30} ft.
Strength
15
(+2)
Dexterity
10
(+0)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
13
(+1)
Intelligence
7
(-2)
Wisdom
12
(+1)
Charisma
7
(-2)
Skills:
Perception +3, Stealth +4, Survival +5
Damage Resistances: []
Damage Immunities: []
Condition Immunities: []
Senses:
Passive Perception 13 ft.
passive Perception 13
Languages: ["Draconic"]
Proficiency Bonus: +2
Special Abilities
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.
Quick Reference
Type: Humanoid
Size: Medium
Alignment: neutral
Environment: Any
DM Tools
💰 Loot Generator
CR 0.5 | Challenge Rating: 0.5
Loot based on monster type, CR, and D&D 5e treasure guidelines