Medium humanoid (lizardfolk), Chaotic Evil
| Armor Class | 15 (natural armor) |
|---|---|
| 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 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | frightened |
| Senses | darkvision 60 ft., passive Perception 14 |
| Languages | Abyssal, Draconic |
| Challenge | 4 |
The lizardfolk can hold its breath for 15 minutes.
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.
The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
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.