Lizard King/Queen
Medium Humanoid
(Lizardfolk)
, Chaotic Evil
• Armor Class: 15
• Hit Points: 78 (12d8+24)
• Speed: 30 ft., swim 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
17 (+3) |
12 (+1) |
15 (+2) |
11 (+0) |
11 (+0) |
15 (+2) |
• Saving Throws:
Con +4, Wis +2
• Skills:
Perception +4, Stealth +5, Survival +4
• Condition Immunities:
frightened
• Senses:
darkvision 60 ft.
• Languages:
Abyssal, Draconic
• Challenge:
4 (1100 XP)
• Environments:
Coast, Dungeon, Forest, Grassland, Swamp
• Hold Breath:
The lizardfolk can hold its breath for 15 minutes.
• Skewer:
Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.
Actions
• Multiattack:
The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.
• Bite:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
• Claws:
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
• Trident:
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.