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Lizardfolk

Medium Humanoid (lizardfolk), neutral

CR 1/2

100 XP

AC: 15 (natural armor, shield)
HP: 22 (4d8+4)
Speed: walk 30 ft. , swim 30 ft.
Skills: Perception +3, Stealth +4, Survival +5
Senses: passive Perception 13
Languages: Draconic
STR
15
+2
DEX
10
+0
CON
13
+1
INT
7
-2
WIS
12
+1
CHA
7
-2

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

Challenge: CR 1/2
Type: Humanoid
Size: Medium
Alignment: neutral
Best for party of 4 at level 2-3

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.

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