Lizardfolk
Medium Humanoid (lizardfolk), neutral
100 XP
Special Abilities
Hold Breath
The lizardfolk can hold its breath for 15 minutes.
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.
Quick Reference
Running This Encounter
Lizardfolk are disciplined tribal hunters who coordinate effectively in combat. Position them to flank prey and use their aquatic nature as an escape route. They're intelligent enough to use terrain and numbers tactically, but lack magical abilities. Start encounters in swamps or near water where they have environmental advantage.
Combat Tactics
Lizardfolk attack aggressively once committed, using their multiattack (bite and claws) against isolated targets. They employ hit-and-run tactics near water and will retreat if outnumbered, using the environment to disengage safely.
Environment & Setting
Swamps, marshes, coastal areas, and underground water caves provide ideal terrain. Water sources are essential for their tactical mobility and retreat options.