Skink (5e Creature)
Skink[edit]
Small humanoid (lizardfolk), neutral Armor Class 13 (natural armor)
Skills Animal Handling +3, Arcana +2, Stealth +4, Survival +3 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. ACTIONSSpear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing damage if used with both hands to make a melee attack. Blowgun. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 3 (1 + 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 damage on a successful one.
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Skinks are a small and nimble breed of lizardfolk. Variant: Chameleon SkinkChameleon 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 surroundings almost perfectly. A chameleon skink has a Dexterity score of 16 (+3) and the following traits: 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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