Lizardfolk
Medium Humanoid (good reflex) (Reptilian) — CR 1
Lizardfolk is a D&D 3.5 monster from MM, p. 169. CR 1, HD 2d8+2 (11 hp).
- Hit Dice
- 2d8+2 (11 hp)
- Initiative
- +0
- Speed
- Land 30 ft
- Armor Class
- 17, touch 10, flat-footed 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)
- STR
- 13
- DEX
- 10
- CON
- 13
- INT
- 9
- WIS
- 10
- CHA
- 10
- Fort / Ref / Will
- +1 / +3 / +0
- Challenge Rating
- 1
- Alignment
- Usually Neutral
- 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
- Environment
- Marshes
- Level Adjustment
- +1
Special Abilities
Feats
This tall humanoid looks like a cross between a powerfully built human and a lizard. It has clawed hands, long tail, and toothy jaws.
Description
Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked.
Although they are omnivores, lizardfolk prefer meat; popular lore holds that lizardfolk prefer humanoid flesh, but this charge is largely unfounded (though some tribes do eat captives or slain foes). Some more advanced tribes build huts and use a variety of weapons and shields; leaders of these tribes may have equipment stolen from or obtained in trade with other intelligent creatures.
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.
Combat
Lizardfolk 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.