Large Humanoid (Lizardfolk), Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 210 (20d20 + 24)
Speed 30 ft., Swim 30 ft.
STR
20 (+5)
DEX
20 (+5)
CON
22 (+6)
INT
14 (+2)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +9, DEX +9, CON +10, INT +6, WIS +8, CHA +9
Skills Perception +4, Stealth +5, Survival +4
Damage Vulnerabilities Cold
Damage Resistances Acid, Fire
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 19
Languages Abyssal, Draconic Draconic, Abyssal, Celestial
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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.

Actions

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. 

Monster Tags: humanoid

Habitat: DesertForestSwamp

JamezKruxes

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