Lizardfolk, Tun
Medium Humanoid (Reptilian) — CR 1
Lizardfolk, Tun is a D&D 3.5 monster from —. CR 1, HD 2d8+2 (11 hp).
- Hit Dice
- 2d8+2 (11 hp)
- Initiative
- +0
- Speed
- land 30 ft, 30 ft., swim 30 ft.
- Base Attack / Grapple
- +1/+2
- Attack
- Claw +2 melee or club +2 melee or javelin +1 ranged
- Full Attack
- 2 claws +2 melee and bite +0 melee, or club +2 melee and bite +0 melee; or javelin +1 ranged
- 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
- Level Adjustment
- +1
Feats
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.