|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 |
|Abilities: ||Str: 13|
|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 |
Lizardfolk speak Draconic.
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
A lizardfolk's favored class is druid.
Lizardfolk clerics (shamans) can choose any two of the following
domains: Animal, Plant, and Water.