Lizardfolk icon: a scaly reptilian warrior
Icon by Lorc, CC BY 3.0

Lizardfolk 5e stat block

Medium humanoid (lizardfolk), neutral · CR 1/2

Armor Class
15 (natural armor, shield)
Hit Points
22 (4d8+4)
Speed
30 ft., swim 30 ft.
Challenge
1/2 (100 XP)
Proficiency bonus
+2
STRDEXCONINTWISCHA
15 (+2)10 (+0)13 (+1)7 (-2)12 (+1)7 (-2)
Skills
Perception +3, Stealth +4, Survival +5
Senses
passive Perception 13
Languages
Draconic

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.

How many lizardfolk for a fight?

A lizardfolk is worth 100 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many lizardfolk fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
1st234
2nd468
3rd6912+
4th1012+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the lizardfolk compares at CR 1/2

Against the 32 other challenge 1/2 monsters in the SRD 5.1, the lizardfolk has more hit points than 15 of them, which makes it a little frailer than most at its CR. See every CR 1/2 monster.

StatisticLizardfolkCR 1/2 average
Armor Class1512.3
Hit points2220
Best attack bonus+4+4

Similar monsters

Browse: all CR 1/2 monsters · humanoids · every monster