|
Medium Humanoid (Reptilian) |
Hit Dice:
|
2d8+2 (11 hp) |
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) |
Special Attacks:
|
- |
Special Qualities:
|
Hold breath
|
Space/Reach:
|
5 ft./5 ft. |
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:
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Temperate marshes |
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) |
Challenge Rating:
|
1 |
Treasure:
|
50% coins; 50% goods; 50% items |
Alignment:
|
Usually neutral |
Advancement:
|
By character class |
Level Adjustment:
|
+1 |
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.
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.
Lizardfolk characters possess the following racial traits.
- +2 Strength, +2 Constitution, -2 Intelligence.
-Medium size.
-A lizardfolk's base land
speed is 30 feet.
-Racial Hit
Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit
Dice, a base
attack bonus of +1, and base
saving throw bonuses of Fort +0, Ref +3, and Will +0.
-Racial
Skills: A lizardfolk's humanoid levels give it skill points equal to 5 x .(2 + Int modifier, minimum 1). Its class
skills are
Balance,
Jump, and
Swim. Lizardfolk have a +4 racial bonus on
Balance,
Jump, and
Swim checks.
-Racial Feats: A lizardfolk's humanoid levels give it one feat.
-Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.
- +5 natural armor bonus.
-Natural Weapons: 2 claws (1d4) and bite (1d4).
-Automatic Languages: Common, Draconic. Bonus Languages: Aquan,
Goblin,
Gnoll,
Orc.
-Level adjustment +1.
Find topic in: Characters, Magic, Rules of the Game |
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