Medium Humanoid (Lizardfolk), Lawful Neutral
Armor Class 13 (Natural Armor)
Hit Points 17 (4d8 + 4)
Speed 30 ft., Climb 20 ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +4
Skills Perception +3, Stealth +4, Survival +3
Senses Passive Perception 13
Languages Common, Druidic
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Chameleon Skin. The skink has advantage on Dexterity (Stealth) checks made to hide.

 

Actions

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

Blowpipe. Ranged Weapon Attack: +4 to hit, range 25/65 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the target must make a DC 12 Constitution saving throw, taking 8 (2d8) poison damage on a failed save, or half as much on a successful one.

Description

Chameleon skinks are the scouts and assassins of lizardmen society. Due to their skill with poisons and climbing ability everything from human colonists in Lustria to skaven in the Southlands has something to fear from these crafty reptiles. When defending temple cities or shrines to the Old Ones chameleon skinks lurk on ramparts or in rafters shooting key targets while on the offensive, they pepper lines of troops from thick underbrush and are just as capable as kobolds at making traps. 

Monster Tags: DinosaurGrunghumanoid

Habitat: ForestSwamp

MeganGoldenclaw

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