Medium Humanoid (Lizardfolk), Neutral
Armor Class 19 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 30 ft., Climb 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws CON +7
Skills Perception +5, Stealth +9
Gear Longsword, Longbow
Senses Passive Perception 15
Languages Telepathic Only
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Fey Ancestry. The crystal lizard has advantage on saving throws against being charmed, and magic can't put the crystal lizard to sleep.

Innate Spellcasting. The crystal lizard's innate spellcasting ability is Wisdom (spell save DC 13). The crystal lizard can innately cast the following spells, requiring no material components:
At will: dancing lights, message
1/day each: darkness, faerie fire

 

Actions

Multiattack. The crystal lizard makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2 (1d4 + 2) piercing damage plus 9 (2d8) poison damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

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.

Monster Tags: monstrosity

DusselDave

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