Lizardfolk

SizeMedium
TypeHumanoid
Alignmentneutral
Armor Class15
Armor Descriptionnatural armor, shield
Hit Points22
Hit Dice4d8+4
Walk Speed (ft)30
Swim Speed (ft)30
15
+2
10
+0
13
+1
7
-2
12
+1
7
-2
Challenge Rating1/2
Passive Perception13
LanguagesDraconic
EnvironmentsArctic 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. 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.

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

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