Large Beast, Unaligned
- AC
- 12
- Initiative
- +1 (11)
- HP
- 19 (3d10+3)
- Speed
- 40 ft., Climb 40 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 12 | +1 | +3 |
| CON | 13 | +1 | +1 |
| INT | 2 | -4 | -4 |
| WIS | 10 | +0 | +0 |
| CHA | 5 | -3 | -3 |
Traits
Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8+2) Piercing damage.
How to run Giant Lizard
A druid using wild shape to become a giant lizard is picking mobility and verticality over combat. The form gets Spider Climb, so it can scout terrain no humanoid can easily access. The 40 feet of walk speed plus 40 feet of climb speed make it fast across broken ground.
In a fight, the giant lizard form is fragile. 19 HP and AC 12 mean it dies in two solid hits from a real opponent. Don't use this form expecting to hold the line. Use it to climb cliffs and gather information, to move behind enemy lines, and to reach high vantage points. A Bite dealing 1d8+2 isn't meaningful in a hard fight, so treat this as your reconnaissance form.
Outside combat, the giant lizard is valuable for vertical scouting and movement that avoids standard paths. Climb walls to scout ahead, scout from rooftops, move past obstacles that stop humanoid allies. The downside is the form's poor hit points. A druid cycling in and out of this shape too often in a dangerous session is burning resources just to keep the form alive.
A giant lizard is a simple ambush predator in caves and cliffs. It has 19 HP, AC 12, and a Bite attack that hits +4 for 1d8+2 piercing. Its real strength is Spider Climb, which lets it scale walls and ceilings without a check. The lizard runs along stone overhead, drops onto a PC, and either lands a hit or retreats upward.
The climb speed is everything. On flat ground, the lizard is just another melee creature with low AC and middling damage. In a cavern with stalactites, a canyon wall, or a dungeon with vertical space, it becomes a positioning problem. Run a single lizard as a simple fight; run three in a vertical space as a pressure encounter. Have one drop from the ceiling while the others scuttle walls toward the squishier party members. The fighter can swing at walls all day and never connect.
Use the environment to sell the threat. Position the party in a tight space, a narrow climb, or a bridge before the lizard appears. Then introduce the creature's mobility as the complication. Intelligence 2 means the lizard hunts by hunger, not tactics. It targets whatever looks slowest and weakest. Once it drops below half HP, it climbs to the ceiling and waits to see if the party pushes forward. A wounded lizard that sees an opportunity will drop for another bite. One that takes hits from range will retreat to its lair.
Telegraph the entrance with sound. A chittering, scraping noise overhead tells the party the threat is coming before anything drops on their heads.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.