Lizardfolk


 

Lizardfolk, CR 1/2

Medium humanoid, neutral
Armor Class 15 (shield)
Hit Points 22 ( 4d8+4 )
Spell Points
Speed 30ft Swim: 30ft

STR

15
+2

DEX

10
+0

CON

13
+1

INT

6
-2

WIS

13
+1

CHA

6
-2

Proficiency Bonus 1
Skills Perception 1d20+2 , Stealth 1d20+3 , Survival 1d20+5
Senses Passive Perception 10
Languages Lizardfolk

Special Abilites

Hold Breath. The lizardfolk can hold its breath for 15 minutes.   Tropical Adaptation. The lizardfolk ignores the effects of warm weather.

Actions

Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.   Bite. Melee Attack: 1d20+3 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) Piercing Damage.   Heavy Club. Melee Attack: 1d20+3 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) Bludgeoning Damage.   Javelin . Melee or Ranged Attack: 1d20+3 to hit, reach 5 ft., range 30/120 ft., one target. Hit: 5 ( 1d6+2 ) Piercing Damage.   Spiked Shield. Melee Attack: 1d20+3 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) Piercing Damage.



 
 

Comments

Please Login in order to comment!