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Lizardfolk

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Medium humanoid (lizardfolk), neutral

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

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

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

Special 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.
Unofficial: Description

The following description was not included in the official SRD, and does not affect any rules or mechanics written therein.

This reptilian humanoid has green scales, a short and toothy snout, and a thick alligator-like tail.