b'Salaman King \n'b'  Family:   Salaman  \n'b'  Medium   humanoid  (salaman),  lawful evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  65 (10d8 + 20)  Speed  30 ft., swim 40 ft.\n'b' STATS STR: 16 (+3) DEX:  17 (+3)  CON:  15 (+2)  INT:  12 (+1)  WIS:  14 (+2)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Insight  +4,  Perception  +4  Stealth  +5  Damage Resistances  poison  Condition Immunities   prone   Senses   darkvision  60 ft., passive  Perception  14  Languages  Salaman  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The salaman can breathe air and water. \n'b'  Slippery . The salaman has advantage on ability checks and saving throws made to escape a grapple. \n'b'  Swamp Camouflage . The salaman has advantage on  Dexterity  ( Stealth ) checks made to  hide  in swampy terrain. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The salaman makes two  melee attacks : one bite  attack  and one  attack  with its rod. \n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. \n'b'  Rod of the Reptile .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 8 (1d10 + 3) bludgeoning damage and 10 (3d6) acid damage. \n'b'\n'b' ABOUT \n'b' In the dark underground temples of the salaman, strange rituals are actively taking place. Leading these rites is their resourceful king. \n'b'  Lead Lizard . This king usually works cooperatively with a council of salaman elders. However, he will decide to make his own decisions if it suits him. \n'b'  War Council . The salaman king leads his troops in battle and they  attack  in an organized fashion. An endless war rages with the  lizardfolk  and the salaman are always on guard. Many assassins have been sent by their enemy to eliminate the slippery sovereign. \n'b'  Sunken Temple . The salaman king lives in a large, sunken stone temple. Reptiles and many salaman guard their supreme leader.'