Lizard King/Queen
Medium humanoid (lizardfolk), chaotic evil
Armor Class
15 (natural armor)
Hit Points
78 (12d8+24)
Speed
30 ft., swim 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
11 (0)
WIS
11 (0)
CHA
15 (+2)
Condition Immunities
frightened
Senses
darkvision 60 ft.
Saving Throws
Con +4, Wis +2
Skills
Perception +4, Stealth +5, Survival +4
Languages
Abyssal, Draconic
Challenge
4 (1,100 XP)
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.