Medium Humanoid (Lizardfolk), Neutral
Armor Class 15 (natural armor, shield)
Hit Points 38 (7d8 + 4)
Speed 30 ft., Swim 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
7 (-2)
WIS
14 (+2)
CHA
7 (-2)
Skills Arcana +2, Perception +3, Religion +2, Stealth +4, Survival +5
Senses Passive Perception 13
Languages Common, Draconic
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Spellcaster (Modifier: WIS, +4, DC 12):

Spells:

Cantrips: Guidance, Sacred Flame, Thorn Whip

1st (3 slots): Guiding Bolt, Cure Wounds, Healing Word

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.

Description

Lizardfolk are primitive reptilian humanoids that lurk in swamps and jungles. Fiercely territorial, they kill when it is expedient and do whatever it takes to survive.

Monster Tags: Sidekick

Habitat: DesertForestSwamp

TJGiant

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