Lizard King

(2014 Monster Manual)

Medium humanoid (lizardfolk), Chaotic Evil

Armor Class15 (natural armor)
Hit Points78 (12d8 + 24)
Speed30 ft., swim 30 ft.
STRDEXCONINTWISCHA
17 (+3) 12 (+1) 15 (+2) 11 (+0) 11 (+0) 15 (+2)
Saving ThrowsCon +4, Wis +2
SkillsPerception +4, Stealth +5, Survival +4
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunitiesfrightened
Sensesdarkvision 60 ft., passive Perception 14
LanguagesAbyssal, Draconic
Challenge4

Traits

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 Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claws.

Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Trident.

Melee or Ranged Attack Roll: +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.