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Giant Lizard

Large Beast, unaligned

CR 1/4

50 XP

AC: 12 (natural armor)
HP: 19 (3d10+3)
Speed: walk 30 ft. , climb 30 ft.
Senses: darkvision 30 ft., passive Perception 10
Languages:
STR
15
+2
DEX
12
+1
CON
13
+1
INT
2
-4
WIS
10
+0
CHA
5
-3

Special Abilities

Variant: Hold Breath

The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)

Variant: Spider Climb

The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Quick Reference

Challenge: CR 1/4
Type: Beast
Size: Large
Alignment: unaligned
Best for party of 4 at level 1-2

Running This Encounter

Giant Lizards are relatively straightforward combat encounters best used as environmental hazards or minor threats. Have them use their natural camouflage in rocky or sandy terrain, potentially surprising the party with an ambush. They can serve as guardians of a location, treasure, or NPC. Consider using multiple lizards to create a more challenging encounter.

Combat Tactics

Giant Lizards rely on their bite attack and will pursue prey relentlessly once engaged. They lack sophisticated tactics and will simply charge at the nearest opponent, making them predictable but dangerous in groups.

Environment & Setting

Giant Lizards thrive in arid regions, rocky outcrops, desert ruins, or warm underground caverns. They are most memorable when encountered in their natural habitat where terrain provides cover and climbing opportunities.