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Lizardfolk

Medium · Humanoid · CR 1/2 · Chaotic Evil

Source. Black Flag SRD
Armor Class
15 (natural armor, shield)
Hit Points and Hit Dice
22
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

STR
14
+2
DEX
10
+0
CON
12
+1
INT
6
-2
WIS
16
+3
CHA
6
-2

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Chaotic Evil
XP 100
Initiative Bonus +0

Movement

Walk 30 ft (9.1 m)
Swim 30 ft (9.1 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Passive Perception 13

Saving Throws

Strength +2 Dexterity +0 Constitution +1 Intelligence -2 Wisdom +3 Charisma -2

Languages

Draconic

Traits

Heightened Smell and Taste

The lizardfolk's Perception is 18 when perceiving by smell or taste.

Hold Breath

The lizardfolk can hold its breath for 15 minutes.

Actions

Bite

+4 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 piercing damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Heavy Club

+4 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 bludgeoning damage.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

Javelin

+4 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 piercing damage.

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

Multiattack

The lizardfolk makes one Bite attack and one Heavy Club attack, or it makes two Javelin attacks.

Reactions

Shoving Counter

If a creature misses the lizardfolk with an attack and the lizardfolk is wielding a shield, the lizardfolk can shove its shield into the creature. The attacker must succeed on a DC 12 STR save or be pushed up to 10 feet away from the lizardfolk and knocked prone.

About Lizardfolk

Lizardfolk is a medium humanoid with a Challenge Rating of 1/2. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 22 hit points (derived from None).

Lizardfolk has communication capabilities including Draconic. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Lizardfolk

2 tips available

When using Lizardfolk in your D&D 5e campaign, consider these tactical approaches:

  • Climbing Advantage: This creature can climb at 15 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
  • Aquatic Combat: This creature can swim at 30 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing Lizardfolk

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Climbing Defense: This creature can climb at 15 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
  • Aquatic Combat Defense: This creature can swim at 30 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 1.

Solo Encounter:

A single character of level 2 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 75 XP
  • Hard: 112 XP
  • Deadly: 150 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Lizardfolk?
Lizardfolk has a Challenge Rating of 1/2, making it appropriate for parties of level 0.5.
What type of creature is Lizardfolk?
Lizardfolk is a Medium Humanoid, which affects how certain spells and abilities interact with it.
What languages does Lizardfolk speak?
Lizardfolk can communicate in Draconic.

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