Lizardfolk Voodoo Priest
2014Medium humanoid (lizardfolk), neutral evil
Armor Class 14
Hit Points 84 ()
Speed 30 ft., swim 30 ft.
Initiative
Skills Arcana +3, Perception +6, Stealth +5, Survival +8
Senses passive Perception 16
Languages Common and Draconic
Challenge 4 (1,100 XP)
Actions
Multiattacks. The lizardfolk makes three melee attacks.
Dagger. Melee or Ranged Weapon Attack: , reach 5 ft. or range 20/60 ft., one target. Hit: piercing damage
Vampiric Touch. Melee Spell Attack: , reach 5 ft., one target. Hit: necrotic damage, and the lizardfolk regains hit points equal to half the necrotic damage dealt.
Share Fate (1/Day). The lizardfolk binds its fate to another creature it can see within 60 feet of it. The target must succeed on a DC 14 Wisdom saving throw or become cursed for 1 minute. While cursed, each time the lizardfolk takes damage, the target takes the same amount of damage. A creature with 0 hit points doesn't take damage from this effect. In addition, whenever the target regains hit points, the lizardfolk regains the same amount of hit points. If the target is reduced to 0 hit points while cursed, it makes death saving throws with disadvantage. The target can repeat the saving throw at the end of each of its turns as long as it is conscious, ending the effect on a success. The effect also ends if the lizardfolk drops to 0 hit points. If a creature's initial saving throw is successful, the creature is immune to the lizardfolk's Share Fate for the next 24 hours, and the 1/day use of this action isn't expended.