Sources
CR
Type
Size
Alignment
Movement

Lizardfolk Subchief

Medium Humanoid (lizardfolk), Neutral

Armor Class 14 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 30 ft.
STR
14
+2
DEX
12
+1
CON
14
+2
INT
10
+0
WIS
16
+3
CHA
12
+1
Saving Throws WIS +5
Skills Athletics +4, Perception +5, Survival +5
Senses passive Perception 15
Languages Draconic
Challenge 3 (700 XP)

Traits

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

Spellcasting

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.

Lore

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.