Name | Lizardfolk |
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Sorted Name | Lizardfolk |
Family | Lizardfolk |
Size and Type | Medium Humanoid (Reptilian) |
Hit Dice Count | 2 |
Hit Dice | 2d8+2 (11 hp) |
Random Hit Points | 2d8+2 - 2 |
Initiative | +0 |
Speed | 30 ft. (6 squares) |
Armor Class | 15 (+5 natural) or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17 |
Base Attack/Grapple | +1/+2 |
Attack | Claw +2 melee (1d4+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1) |
Full Attack | 2 claws +2 melee (1d4+1) and bite +0 melee (1d4); or club +2 melee (1d6+1) and bite +0 melee (1d4); or javelin +1 ranged (1d6+1) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | - |
Special Qualities | Hold breath |
Saves | Fort +1, Ref +3, Will +0 |
Abilities | Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 |
Skills | Balance +4, Jump +5, Swim +2 |
Feats | Multiattack |
Environment | Temperate marshes |
Challenge Rating | 1 |
Organization | Gang (2-3), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level) |
Treasure | 50% coins; 50% goods; 50% items |
Alignment | Usually neutral |
Advancement | By character class |
Level Adjustment | +1 |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Lizardfolk; CR 1; Medium humanoid (reptilian); HD 2d8+2; hp 11; Init +0; Spd 30 ft. (6 squares); AC 15 (+5 natural) or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17; Base Atk +1; Grp +2; Atk +2 melee (1d4+1, claw) or +2 melee (1d6+1, club) or +1 ranged (1d6+1, javelin); Full Atk +2 melee (1d4+1, 2 claws) and +0 melee (1d4, bite) or +2 melee (1d6+1, club) and +0 melee (1d4, bite) or +1 ranged (1d6+1, javelin); Space/Reach 5 ft./5 ft.; SA -; SQ Hold breath; AL N; SV Fort +1, Ref +3, Will +0; Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 Skills and Feats: Balance +4, Jump +5, Swim +2; Multiattack |
Lizardfolk
A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds. Lizardfolk speak Draconic. CombatLizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes. Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield. Lizardfolk as CharactersLizardfolk characters possess the following racial traits.
-A lizardfolk's base land speed is 30 feet.
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Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Claw +2 melee (1d4+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1), or 2 claws +2 melee (1d4+1) and bite +0 melee (1d4); or club +2 melee (1d6+1) and bite +0 melee (1d4); or javelin +1 ranged (1d6+1)
feats: MULTIATTACK, ,