Lizardfolk Huts

Spoiler: Lizardfolk
Medium Humanoid (lizardfolk)
Armor Class 15 (shield)
HP 22
Speed 30 ft, swim 30 ft
Str +2, Dex +0, Con +1
Int -2, Wis +1, Cha -2
Skills Perception +3, Stealth +4, Survival +5
Senses darkvision 60 ft
Languages Worg, Goblin
CR 1/2 (100 XP)
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
Bite (melee) +4: 1d6+2 piercing
Heavy Club (melee) +4: 1d6+2 bludgeoning
Spiked Shield (melee) +4: 1d6+2 piercing
Javelin (melee) +4: 1d6+2 piercing
Javelin (thrown 30/120 ft) +4: 1d6+2 piercing

Encounter Composition
Lizardfolk *6

XP Award: 600


In the original module, this encounter is ridiculously easy, even compared with the likes of Easy Skirmish. I can only assume that it was intended to make the players feel really powerful, or maybe to give them a moral dilemma about whether to slaughter such helpless lizardfolk in the first place. So I haven't tried to make it any more difficult or even more resource-draining in this conversion.

If the PCs turn the lizardfolk into something more significant than they're supposed to be, like by rounding the lake and attacking all the lizardfolk villages one by one, it's easy enough to add a couple of Lizardfolk Shamans or even a Lizardfolk King/Queen (MM) ... or just have Regiarix show up and defend the lizardfolk. That's probably better, since it pushes the PCs towards the real encounter at Rhest.