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Medium humanoid · CR 1/2

Lizardfolk

Armor Class13
Hit Points22 (4d8+4)
Speed30 ft., swim 30 ft.
ChallengeCR 1/2 (100 XP)
STR
15
(+2)
DEX
10
(+0)
CON
13
(+1)
INT
7
(-2)
WIS
12
(+1)
CHA
7
(-2)
SkillsPerception +3, Stealth +4, Survival +5
Sensespassive Perception 13
LanguagesDraconic
Special Abilities
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.

Running Lizardfolk in an encounter

As a CR 1/2 threat worth 100 XP, Lizardfolk is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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