| Id | 68 |
|---|---|
| Name | Lizardfolk |
| Size and Type | 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 | |
| Saves_Fort | 1 |
| Saves_Ref | 3 |
| Saves_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 |
| 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) |
| CR | 1 |
| Treasure | 50% coins; 50% goods; 50% items |
| Alignment | Usually neutral |
| Advancement | By character class |
| 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. |