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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  


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 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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002