Pack Tactics. The skink has advantage on an attack roll against a creature if at least one of the skink's allies is within 5 feet of the creature and the ally isn't incapacitated.
Hold Breath. The skink can hold its breath for 15 minutes.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 20/60, one target. Hit: 3 (1d6) piercing damage.
Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much on a successful one.
Description
The Skinks form one of the core species of the Lizardfolk race, prospering as workers, artisans and crafters of their society. Skittish and quick, Skinks stand out from the rest of the sluggish Lizardfolk in terms of mental capacity. They are the mass workforce designed by the Old Ones to perform many different roles that requires a quick mind and a dexterous hand to operate, and without them, Lizardfolk society would simply collapse.
Skinks are highly organised and sociable beings that instinctively work well in groups, even being able to coerce other cold-blooded creatures into doing their bidding. Both physically and mentally agile, Skinks are perfectly adapted to ensure the smooth day-to-day running of the temple-cities as well as operating the far-ranging patrols that sweep across the vast jungle continent. Of all the Lizardfolk, the Skinks are the most communicative, using their changeable skin tones and crests colours to add subtle inferences to their vocal language, in which they chitter endlessly in high-pitched voices full of clicks, hisses and other curious sounds.
Skinks take up weapons during their many patrols as well as to join the fighting during times of war. As troops, they range between reckless audacity and sudden panic. However, the volleys of javelins and darts that the Skinks can unleash are astoundingly dangerous, for they have learned to coat their weapons with lethal toxins distilled from the venomous amphibians, insects and serpents that thrive in the steamy jungle and profuse swamps of Lustria. Employing their natural affinity with water, Skinks look for opportunities to attack their foes from unexpected quarters. Many an enemy has been outflanked by Skinks who navigated what was thought to be an impassable swamp or river.