b'Lizardfolk Chieftain \n'b'  Family:   Lizardfolk  \n'b'  Large   humanoid  (lizardfolk),  neutral  (At-sa are chaotic evil) \n'b'  Armor Class  16 (natural armor)  Hit Points  78 (12d8 + 24)  Speed  40 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX:  14 (+2)  CON:  15 (+2)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Senses  passive  Perception  11  Languages  Draconic  Challenge  6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Hold breath . Lizardfolk can hold their breath for 15 minutes. \n'b'  Rally  The presence of the chieftain grants allied lizardfolk advantage on saving throws against mind-affecting effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The chieftain makes two  melee attacks . \n'b'  Bellowing charge . The chieftain lets out a fearsome roar and charges its foes. The chieftain moves 80 feet and makes a Bite or Great warclub  attack . \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., 1 target.  Hit : 13 (2d8 + 4) piercing damage, and the target must succeed at a DC 15  Constitution  saving throw or lose a hit die. A creature with no hit dice to lose takes an additional 4 (1d8) necrotic damage. Lost hit dice are recovered normally. \n'b'  Great warclub .  Melee Weapon Attack : +7 to hit, reach 10 ft., 1 target.  Hit : 18 (4d6 + 4) bludgeoning and piercing damage. \n'b'  Tail lash .  Melee Weapon Attack : +7 to hit, reach 10 ft., 1 target.  Hit : 8 (1d8 + 4) bludgeoning damage and target must succeed at a DC 15  Strength  saving throw or be forced  prone . \n'b'\n'b' ABOUT \n'b' The Sha-a and Van-a chieftains are simply larger lizardfolk elders; among the At-sa, chieftains attain their great size by eating all challengers. Chieftains have longer tails and thicker scales than their smaller brethren, and deep throats that can let loose terrible roars.'