Free interactive D&D 5e SRD stat block

Giant Lizard

Large Beast, CR 1/4, AC 12, 19 HP. Unaligned.

Large Beast, Unaligned

AC
12
Initiative
+1 (11)
HP
19 (3d10+3)
Speed
40 ft., Climb 40 ft.
ScoreModSave
STR 15 +2 +2
DEX 12 +1 +3
CON 13 +1 +1
INT 2 -4 -4
WIS 10 +0 +0
CHA 5 -3 -3
Senses
Darkvision 60 ft.; Passive Perception 10
Languages
None
CR
1/4 (XP 50; PB +2)

How to run Giant Lizard

A giant lizard is a low-CR ambush bite for a cave or jungle level. CR 1/4, 19 HP, AC 12, +4 to bite for around 6 piercing on a hit (the SRD entry here is bare, so use the standard giant lizard bite). What it actually contributes to an encounter is the climb speed: 40 ft. walk and 40 ft. climb, with darkvision out to 60 ft. The lizard runs along ceilings, drops onto a back-rank PC, and either lands a bite or scrambles back up the wall.

Run them in pairs or trios, and make the environment do the work. A single giant lizard against a level-1 party is a reasonable opening fight; three of them in a cavern with stalactites turn the encounter into a positioning puzzle. Have one drop on the rogue while the other two scuttle the walls toward the wizard, climbing past the fighter who can't reach them. The party's instinct will be to ready bows. Reward that, then have the next one come from a passage they didn't watch.

Damage priority is simple: the lizard goes for the smallest, slowest-looking target it can reach. Int 2, so no real tactics, but it knows what looks edible. Once Bloodied (10 HP or under), it climbs to the ceiling and waits. If the party walks past, it tries again. If the party shoots it down, it dies.

Use the climb speed deliberately. A giant lizard that fights on flat ground is a turtle with teeth; a giant lizard on a wall is the encounter you wanted. Telegraph it once with a chittering scrabble overhead before the first one drops.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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