b'Skeleton, Giant Lizard \n'b'  Family:   Skeletons  \n'b'  Large   undead ,  lawful evil  \n'b'  Armor Class  13 (natural armor)  Hit Points  45 (6d10 + 12)  Speed  30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX:  13 (+1)  CON:  14 (+2)  INT:  2 (-4)  WIS:  10 (+0)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Wisdom  +2  Skills   Athletics  +5  Damage Vulnerabilities  bludgeoning  Damage Immunities  poison  Condition Immunities   exhaustion ,  poisoned   Senses  darkvision 60 ft., passive  Perception  10  Languages  Abyssal  Challenge  1 (200 XP) \n'b' Special Traits \n'b'   Undead Nature . A giant lizard skeleton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Actions \n'b'   Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) piercing damage. \n'b'  Tail .  Melee Weapon Attack : +5 to hit, reach 10 ft., one target.  Hit : 5 (1d4 + 3) bludgeoning damage, and the target is  grappled  (escape DC 13). Until this grapple ends, the target is  restrained , and the giant lizard skeleton can\xe2\x80\x99t use its tail attack on another target. If the target\xe2\x80\x99s check to escape the grapple succeeds by 5 or more, the giant lizard skeleton\xe2\x80\x99s tail breaks and it can\xe2\x80\x99t use its tail again until it finishes a  long rest .'