Hold Breath. This lizardfolk can hold its breath for 80 minutes.
Skewer. Once per turn, when the lizardfolk makes a melee attack with its scimitar and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.
Multiattack. The lizardfolk makes five attacks: one with its bite and four with its claws, or scimitars.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 10) piercing damage. the target also Takes (4d12) necrotic damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 10) slashing damage. the target also Takes (4d12) necrotic damage.
Scimitar. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d6+10) Slashing damage. and the target must make a DC 19 Constitution saving throw, taking 24 (7d6); upon a success they take half as much damage and are not paralyzed. upon a failure the target is paralyzed for two minutes and takes 7d6 poison damage.
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