Lizardfolk King, Tun

Medium Humanoid (Reptilian) — CR 8

()Updated 3.5

Lizardfolk King, Tun is a D&D 3.5 monster from —. CR 8, HD 8d8+8 (84 hp).

Hit Dice
8d8+8 (84 hp)
Initiative
+0
Speed
land 30 ft, 30 ft., swim 30 ft.
Base Attack / Grapple
+6/+
Attack
Claw +6^+1 melee or club +6^+1 melee or javelin +5 ranged
Full Attack
2 claws +6^+1 melee and bite +5 melee, or club +6^+1 melee and bite +5 melee; or javelin +5 ranged
STR
13
DEX
10
CON
13
INT
14
WIS
10
CHA
10
Fort / Ref / Will
+6 / +2 / +6
Challenge Rating
8
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
Level Adjustment
+1

Feats

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. Reptilian Subtype These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.

Description

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. Reptilian Subtype These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.