Lizardfolk

Medium Humanoid (good reflex) (Reptilian) — CR 1

Monster Manual v.3.5 (MM), p. 169Updated 3.5

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

Hold Breath

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.