Skink (5e Creature)

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Skink

Small humanoid (lizardfolk), neutral


Armor Class 13 (natural armor)
Hit Points 9 (2d8)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 10 (+0)

Skills Animal Handling +4, Arcana +3, Stealth +5, Survival +4
Senses darkvision 60 ft., passive Perception 11
Languages Common, Draconic
Challenge 1/4 (50 XP)


Hold Breath. The skink can hold its breath for 15 minutes.

Pack Tactics. The skink has advantage on an attack roll against a creature if at least one of the skink's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS

Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage of used with both hands.

Blowgun. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 3 (1d3 + 2) piercing damage and the target must make a DC 12 Constitution saving throw, taking 5 (2d4) poison damage on a failed save or half as much on a successful one.


Skinks are a small and nimble breed of lizardfolk.
About 4 feet tall, fast and amphibious humanoid creatures with long tails and prominent headcrests, skinks are the backbone upon which lizardfolk society is built. Extremely agile and highly intelligent, they are unusual amongst the various different types of lizardfolk in that they are skilled in diplomacy with other races, scouting and learning magic.
They are excellent communicators, and often use not only vocalisations but also body language and subtle changes in the colouration of their crests to convey their wishes or needs to others of their species.

Variant: Chameleon Skink

Chameleon Skinks are a subspecies of Skink that have a number of peculiarities that distinguish them from others of their own kind. The Chameleons are much more aggressive than other Skinks and their role centers around scouting, infiltration, concealment and hunting. They stalk their prey through the jungles, whether that prey be food or intruder and are able to move to within yards of their target without being seen. This is chiefly due to their chameleonic skin that can shift in texture and color in a heartbeat to match the surrondings almost perfectly.

A chameleon skink has the following traits:

Dexterity is 16 (+3).

Ambusher. The skink has advantage on attack rolls against any creature it has surprised.

Chameleon Skin. The skink has advantage on Dexterity (Stealth) checks made to hide.


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