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Lizardfolk

Medium · Humanoid · CR 1/2 · Neutral

Source. 5e 2014 Rules
Armor Class
15 (natural armor, shield)
Hit Points and Hit Dice
22 (4d8+4)
Challenge Rating CR
1/2

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Medium
Type Humanoid
Alignment Neutral
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

Skills

Perception +3 Stealth +4 Survival +5

Languages

Draconic

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Hold Breath

The lizardfolk can hold its breath for 15 minutes.

Actions

Bite

Cost 1

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

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

Heavy Club

Cost 1

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

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

Javelin

Cost 1

+4 to hit, reach 5 ft (1.5 m). Hit: 1d6 thunder damage. / +4 to hit, range 30/120 ft (9.1/36.6 m). Hit: 1d6 thunder 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

Cost 1

The lizardfolk makes two melee attacks, each one with a different weapon.

Spiked Shield

Cost 1

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

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

About Lizardfolk

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

In combat, this creature maintains an Armor Class of 15 and possesses 22 hit points (derived from 4d8+4).

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

GM Tips: Using Lizardfolk

1 tips available

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

  • 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

1 strategies available

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

  • 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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