Ambusher. The lizardfolk has advantage on attack rolls against any creature it has surprised.
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Shapechanger. The lizardfolk can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Surprise Attack. If the lizardfolk surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Multiattack. The lizardfolk makes two melee attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Mind Blade. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage plus 10 (3d6) psychic damage. Hit or Miss: The dagger magically returns to the lizardfolk’s hand immediately after a ranged attack.
Spellcasting (Psionics). The lizardkolk casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):
At will: detect thoughts, mage hand (the hand is invisible)
1/day each: Bigby’s hand, hypnotic pattern, telekinesis
Description
Chameleonfolk are descendants of lizardfolk that where captured and experimented on by mind flayers.
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