Lizardfolk |
Size & Type (subtype): | Medium-Size Humanoid (Aquatic, Reptilian) | Hit Dice: | 2d8+2 (11) |
Initiative: | +0 | Speed: | 30 ft. |
Armor Class: | 15 (+5 natural) or 17 (+5 natural, +2 large shield) | Attacks: | 2 claws +2 melee (or greatclub +2 melee), bite +0 melee;or javelin +1 ranged |
Damage: | Claw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1 | Face and Reach: | 5 ft. by 5 ft./5 ft. |
Special Attacks: | | Special Qualities: | |
Saving Throws | Fortitude: 1 Reflex: 3 Will: 0
| Abilities: | Str: 13 Dex: 10 Con: 13 Int: 9 Wis: 10 Cha: 10 |
Skills: | Balance +4, Jump +7, Swim +9 | Feats: | Multiattack |
Climate and Terrain: | Temperate and warm marsh | Climate: | temperate,warm |
Terrain: | marsh | Organization: | Gang (2-3), band (6-10 plus 50% noncombatants plus1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level) |
Challenge Rating: | 1 | Challenge Rating Value: | 1 |
Treasure: | 50% coins; 50% goods; 50% items | Alignment: | Usually neutral |
Advancement: | By character class |
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Description: |
Lizardfolk speak Draconic.
Combat
Skills: Thanks to their tails, lizardfolk receive
a +4 racial bonus to Jump, Swim, and Balance checks (the numbers
in the statistics block do not reflect check penalties for large
shields).
Lizardfolk Characters
A lizardfolk's favored class is druid.
Lizardfolk clerics (shamans) can choose any two of the following
domains: Animal, Plant, and Water.
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