b'Lizard Champion \n'b'  Family:   Lizards  \n'b'  Large   beast ,  unaligned  \n'b'  Armor Class  14 (natural armor)  Hit Points  51 (6d10 + 18);  Wound Threshold  13  Speed  40 ft., climb 30 ft.\n'b' STATS STR: 18 (+4) DEX:  14 (+2)  CON:  16 (+3)  INT:  5 (-3)  WIS:  14 (+2)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills  Acrobatics +4, Athletics +6  Senses  darkvision 60 ft., passive Perception 12  Languages  \xe2\x80\x93  Challenge  2 (450 XP) \n'b' ACTIONS \n'b'\n'b'  Multiattack . The lizard champion makes two attacks: one with its bite and one with its tail. \n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) piercing damage. \n'b'  Tail .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) bludgeoning damage. \n'b'  Fearsome Screech (Recharge 5-6) . The lizard champion lets out a shrill and intimidating screech in a 20-foot cone. Each creature caught in the area of effect must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature that succeeds the saving throw or for whom the effect ends is immune to the lizard champion\xe2\x80\x99s fearsome screech for the next 24 hours. \n'b'\n'b' ABOUT \n'b' A majestic and fearsome creature, the lizard champion is the flagship of the Netherworld mounts, obtained through careful breeding and rigorous training. To own such a companion is a mark of great prestige: lizard champions are said to be so loyal that they bind themselves to a master and never betray them, even beyond death.'