Medium humanoid (lizardfolk), Neutral
| Armor Class | 13 (natural armor) |
|---|---|
| Hit Points | 27 (5d8 + 5) |
| Speed | 30 ft., swim 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 10 (+0) | 13 (+1) | 10 (+0) | 15 (+2) | 8 (-1) |
| Saving Throws | — |
|---|---|
| Skills | Perception +4, Stealth +4, Survival +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 14 |
| Languages | Draconic |
| Challenge | 2 |
The lizardfolk can hold its breath for 15 minutes.
The lizardfolk makes two attacks: one with its bite and one with its claws.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:
Cantrips: druidcraft, produce flame, thorn whip
Level 1 (4 slots): entangle, fog cloud
Level 2 (3 slots): heat metal, spike growth
Level 3 (2 slots): conjure animals (reptiles only), plant growth