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.