Traits
Hold Breath: All the lizardfolks are able to hold their breath almost for 15 minutes.
Actions
Multiattack: Here the lizardfolk can make two melee attacks and from those attacks are each one is with a different weapon.
Bite: By using this bite attack this lizardfolk monster can make a melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Heavy Club: By having this heavy club attack this monster can make a Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Javelin: With this Javelin attack this monster can make a 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: By having this Spiked Shield attack this monster can make a Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Attributes Of Lizardfolk 5E 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 |