Lizardfolk Cleric (5e Creature)
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Medium humanoid (lizardfolk), neutral
Saving Throws Wis +7
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Divine Eminence. As a bonus action, the lizardfolk can expend a spell slot to cause its melee weapon attacks to magically deal an extra 14 (4d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the lizardfolk expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
*The lizardfolk casts these spells on itself before combat.
Multiattack. The lizardfolk makes two attacks: one with its bite and one with its mace.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Lizardfolk clerics are holy individuals that devoted themselves for hours on end to achieve spiritual enlightenment. They achieved this goal after being able to actually speak to their deity. They are revered as the experts on the deity or deities they represent. A lizardfolk cleric will often have two or more priests and six or more acolytes to help in religious ceremonies and other sacred duties.