The lizardfolk can hold its breath for 15 minutes.
Lizard King
Medium Humanoid Chaotic Evil
- Saving Throws
- Con +4, Wis +2
- Skills
- Perception +4, Stealth +5, Survival +4
- Condition Immunities
- frightened
- Senses
- darkvision 60 ft., passive Perception 14
- Languages
- Abyssal, Draconic
- Environment
- forest, swamp
Traits
Hold Breath
Skewer
Once per turn, when the lizardfolk makes a melee attack with its trident 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 two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:6 (1d6 + 3) piercing damage.
Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:5 (1d4 + 3) slashing damage.
Trident
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.