Lizardfolk Subchief
Ghosts of Saltmarsh p. 242,
- Size
- Medium
- Type
- humanoid (lizardfolk)
- Alignment
- neutral
- AC
- 14 (natural armor)
- Hit Points
- 52 (8d8+16)
- Speed
- walk 30 ft., swim 30 ft.
- Saving Throws
- Wis +5
- Skills
- Athletics +4, Perception +5, Survival +5
- Passive Perception
- 15
- Languages
- Draconic
- Challenge
- 3
- Lineage
- Lizardfolk
Traits
Hold Breath
The subchief can hold its breath for 15 minutes.
Spellcasting
The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:
- Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
- 1st level (4 slots): command, guiding bolt, purify food and drink
- 2nd level (3 slots): hold person, lesser restoration, silence
- 3rd level (2 slots): bestow curse, dispel magic
Actions
Tooth Dagger
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Jaws of Semuanya (Recharge 5-6)
The subchief invokes the primal magic of Semuanya, summoning a spectral maw around a target it can see within 60 feet of it. The target must make a DC 13 Dexterity saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also frightened until the end of its next turn.
recharge
D5
Spells
light, sacred flame, spare the dying, thaumaturgy, command, guiding bolt, purify food and drink, hold person, lesser restoration, silence, bestow curse, dispel magic
Spell Slots
0,4,3,2
Other data
description
The lizardfolk subchief (seen in Danger at Dunwater) is a devout priest of Semuanya, pursuing the worship of its god in a manner similar to a cleric. It wields a dagger crafted of a massive crocodile tooth blessed by Semuanya, representing the subchief's prowess in both battle and piety.