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Monsters

id68
NameLizardfolk
SizeAndTypeMedium-Size Humanoid (Aquatic, Reptilian)
HitDice2d8+2 (11)
Initiative+0
Speed30 ft.
ArmorClass15 (+5 natural) or 17 (+5 natural, +2 large shield)
Attacks2 claws +2 melee (or greatclub +2 melee), bite +0 melee;or javelin +1 ranged
DamageClaw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1
FaceAndReach5 ft. by 5 ft./5 ft.
SpecialAttacks
SpecialQualities
Saves_Fort1
Saves_Ref3
Saves_Will0
AbilitiesStr 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
SkillsBalance +4, Jump +7, Swim +9
FeatsMultiattack
ClimateAndTerrainTemperate and warm marsh
OrganizationGang (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)
ChallengeRating_Value1
Treasure50% coins; 50% goods; 50% items
AlignmentUsually neutral
AdvancementBy 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.