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
STR
14
+2
DEX
12
+1
CON
14
+2
INT
10
+0
WIS
16
+3
CHA
12
+1

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.