Lizardfolk
Medium Humanoid | Neutral | L2
HP
22
AC
15
Speed
30 ft., swim 30 ft.
Initiative
+0
Medium Humanoid | Neutral | L2
HP
22
AC
15
Speed
30 ft., swim 30 ft.
Initiative
+0
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 | 10 | 13 | 7 | 12 | 7 |
Skills
Perception +3, Stealth +4, Survival +5
Senses: passive Perception 13;
Languages: Draconic;
Multiattack
Damage: -
The lizardfolk makes two melee attacks, each one with a different weapon.
Bite
To Hit: +4 | Damage: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Heavy Club
To Hit: +4 | Damage: 5 (1d6 + 2) bludgeoning damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Javelin
To Hit: +4 | Damage: 5 (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.
Spiked Shield
To Hit: +4 | Damage: 5 (1d6 + 2) piercing damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
No spells saved.
Description: Medium humanoid (lizardfolk), neutral
Hold Breath: The lizardfolk can hold its breath for 15 minutes.
AC Notes: (natural armor, shield)