Lizardfolk
Medium Humanoid (lizardfolk), neutral (CR 1/2)Armor Class 15 natural armor, shield
Hit Points 22 (4d8+4)
Speed 30 ft., swim 30 ft.
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 Rating 1/2
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.
sizeMedium
typeHumanoid
group
alignmentneutral
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception3
damage_vulnerabilities
damage_resistances
damage_immunities
condition_immunities
cr0.5
reactions
legendary_desc
legendary_actions
special_abilitiesname: Hold Breath,desc: The lizardfolk can hold its breath for 15 minutes.
spell_list
page_no326
document__license_urlhttp://open5e.com/legal
document__slugwotc-srd
document__title5e Core Rules
document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd
Find the complete stats on: Open5e
5e Core Rules, page no. 326