Squamatans are humanoid lizard-folk who have developed a highly advanced culture.
If you stumble across a squamatan in the wild, you'll probably be struck by two things:
Every squamatan wears a sturdy, beautiful loincloth made with colors and marks that communicate the squamatan's roles in society. They remove the loincloth to swim but otherwise have a strong nudity taboo in public, and keep their loincloths scrupulously clean and well-repaired.
Squamatans also carry a staff (sometimes a spear or trident), which they craft for themselves as part of their coming-of-age ritual and augment as they grow older. A squamatan's staff is never out of arm's reach, and according to their tradition the staff contains a portion of their soul. It develops magical properties and abilities as the squamatan grows and experiences more of the world.
Let's use the CR 2 sea hag as the basis for this creature, since it can breathe water and has a swim speed. I'll swap out the horrific appearance, death glare, and illusory appearance abilities for a new staff attack that can have a bunch of different potential effects.
I want to list a variety of different effects for the staff, including different damage types and magical effects.
Looking at the CR 2 silver dragon wyrmling, it deals 9 damage with its claws or 18 damage with its breath weapon (which it can only use a third of the time). Other CR 2 creatures are generally dealing around 10 damage plus an effect, so that's what we'll target.
So, let’s imagine a few possible effects: 3 different damage types (lightning, fire, and cold), and three different conditions: restrained, poisoned, and blinded. Boom! Done.
Let’s stat it up!
Squamatan
Medium humanoid, neutral
- Armor Class 14
- Hit Points 50 (7d8 + 19)
- Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1) - Senses Darkvision 60 ft., passive Perception 11
- Languages Aquan, Common
- Challenge 2 (450 XP)
Amphibious. The squamatan can breathe air and water.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Staff. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: Choose below when creating the creature.
- 1d6+2 slashing plus 1d10 lightning damage
- 1d6+1 slashing plus 2d6 fire damage
- 1d6 piercing plus 2d8 cold damage
- 1d6+2 bludgeoning damage and restrained
- 1d6+2 piercing damage and the target is poisoned (1d10 damage per round; DC 11 Constitution save each round to end)
- 1d6+2 bludgeoning damage and blinded (DC 11 Constitution save each round to end)
Image found online without attribution, and sadly even a reverse image search couldn't find its source.