Amphibious. The lizard can breathe air and water.
Lizard Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Slick Skin. The lizard cannot be grappled.
Multiattack. The lizard makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 3) piercing damage plus 4 (1d8) acid damage.
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage.
Acid Breath (Recharge 5–6). The lizard spits acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. If a creature rolls a natural 1 and fails the save, one piece of nonmagical armor they are wearing is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Description
A large, black lizard with white and green speckles.
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