Lizardfolk Subchief

(Ghosts of Saltmarsh)

Medium humanoid (lizardfolk), Neutral

Armor Class14 (natural armor)
Hit Points52 (8d8 + 16)
Speed30 ft., swim 30 ft.
STRDEXCONINTWISCHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 16 (+3) 12 (+1)
Saving ThrowsWis +5
SkillsAthletics +4, Perception +5, Survival +5
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 15
LanguagesDraconic
Challenge3

Traits

Hold Breath.

The subchief can hold its breath for 15 minutes.

Actions

Tooth Dagger.

Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Jaws of Semuanya (Recharge 5-6).

The subchief invokes the primal magic of Semuanya, summoning a spectral maw around a target it can see within 60 feet of it. The target must make a DC 13 Dexterity saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also frightened until the end of its next turn.

Spellcasting

The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips: light, sacred flame, spare the dying, thaumaturgy

Level 1 (4 slots): command, guiding bolt, purify food and drink

Level 2 (3 slots): hold person, lesser restoration, silence

Level 3 (2 slots): bestow curse, dispel magic