Medium Humanoid (Lizardfolk), Neutral
Armor Class 13 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft., Swim 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
13 (+1)
INT
7 (-2)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3, Stealth +4, Survival +5
Senses Passive Perception 13
Languages Draconic
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Chameleon. A chameleon may remain hidden after making a ranged attack. After every attack, their target may make a free perception check (DC 15). On a success, the chameleon is revealed.

Actions

Blowgun. Range 20/60. To hit: +4. Damage: 1d4 piercing damage, and the target must make a Constitution Saving Throw DC 13. On a failure, the target take 1d6 poison damage and has the poisoned condition for the next minute. 

Dagger. To hit: +4. Damage: 1d4 piercing damage. If the chameleon was hidden when this attack was made, he may deal an extra 2d6 damage. 

Bonus Actions

Blend. If the chameleon makes no attack on their turn, they may take the hide action, regardless of cover. A creature may discover their location with a DC 15 Perception check.  If a hostile creature is looking at them, or has a way to sense them other than sight, the chameleon may not take this action.

Description

Lizardfolk are primitive reptilian humanoids that lurk in swamps and jungles. Fiercely territorial, they kill when it is expedient and do whatever it takes to survive.

Habitat: ForestSwamp

Zeal574

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