Skink

Skittish and quick, Skinks stand out from the rest of the sluggish Lizardmen. They are the mass workforce designed by the Old Ones to perform many different roles, and without them, Lizardmen society would quickly collapse. Skinks take up the weapons during their many patrols as well as to join the fighting during times of war. As troops, they range between reckless audacity and sudden panic. Their skittish nature makes them much more prone to routing than the stoic Saurus. Most commonly, the Skinks advance before the bulk of the main army, harassing the foe's advance with hails of darts. When massed together in a fighting cohort, they can bulk out a Lizardmen battleline. The volleys of javelins and darts that the Skinks can unleash are astoundingly dangerous, for they have learned to coat their weapons with lethal toxins distilled from venomous amphibians, insects and serpents that thrive in the steamy jungle and profuse swamps.

Skink Traits
Your Skink character retains the following traits from the base Lizardfolk race.

Your smaller chameleon iguana gains the following traits:

Ability Score Increase: +2 Dexterity +1 intelligence

Chameleon Skin: Your skin changes appearance to match the area you are in making you very hard to spot and equally as hard to hit. You gain proficiency and expertise in Stealth and take half damage from all non-magical ranged attacks

Natural Poisons: your saliva is a natural poison to most races, you can use a bonus action to coat a small weapon in your saliva for one turn to poison your weapon of choice. If an attack hits with the poisoned weapon the target becomes poisoned; the creature has a disadvantage on attack rolls and ability checks. can be used three times per short rest

Skink Frenzy: While you are flanking a target with one or more allies, you can take a bonus action to attack a second time.