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.

medium
humanoid
cr4
monster-manual