D&D 5th Edition
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Lizardfolk
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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!
Traits
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.
Attributes
AC
15 (Natural Armor, Shield)
Alignment
Neutral
CHA
7
CON
13
Challenge Rating
1/2
DEX
10
HP
22 (4d8+4)
INT
7
Languages
Draconic
Passive Perception
13
Roll 0
1d20 + 4
1d6+2
Roll 1
1d20 + 4
1d6+2
Roll 2
1d20 + 4
1d6+2
Roll 3
1d20 + 4
1d6+2
STR
15
Size
Medium
Skills
Perception +3, Stealth +4, Survival +5
Speed
30 ft., swim 30 ft.
Type
humanoid (lizardfolk)
WIS
12
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