Small Humanoid (Lizardfolk), Neutral
AC 16 Natural    Initiative +5 (15)
HP 58 (9d8 + 16)
Speed 40 ft., Climb 40 ft., Swim 30 ft.
Mod Save
STR 10 +0 +0
DEX 20 +5 +8
CON 14 +2 +2
Mod Save
INT 10 +0 +0
WIS 16 +3 +6
CHA 8 −1 −1
Skills Perception +7, Stealth +13, Survival +7
Resistances Poison
Gear Blowpipe, spear
Senses Darkvision 120; Passive Perception 17
Languages Speaks Lustrian
CR 5 (XP 1,800; PB +3)
Traits

Jungle Camouflage. The skink has Advantage on Dexterity (Stealth) checks made in jungle, forest, or heavy foliage.

Adaptive Camouflage. While motionless, the chameleon skink is Invisible. This invisibility ends immediately after it moves or takes an action or reaction.  The chameleon skin can also take the Hide action when partially obscured in a jungle, forest, or heavy foliage area.

Skirmisher. The skink doesn’t have Disadvantage on ranged attacks while within 5 feet of a hostile creature, and opportunity attacks against it are made with Disadvantage.

Multiattack. The chameleon skink makes two attacks, using Blowpipe or Dagger in any combination.

Actions

Blowpipe. Ranged Attack Roll: +9, range 30/120 ft. Hit: 1d4 + 5 piercing damage plus 4d6 poison damage.

If the target is surprised or the skink has Advantage on the attack roll, the attack deals an extra 4d6 poison damage, and the target must succeed on a DC 15 Constitution saving throw or be Poisoned for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success.

Dagger. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 20/60 ft.
Hit: 8 (1d4 + 5) piercing damage plus 7 (2d6) poison damage.

Bonus Actions

Nimble Escape. The skink takes the Disengage or Hide action.

Reactions

Fade Into Foliage. When the chameleon skink takes damage, it can move up to half its speed and attempt to Hide.

Previous Versions

Name Date Modified Views Adds Version Actions
3/27/2026 8:21:56 PM
2
1
1
Coming Soon
Silvera_Moonsong

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