3e SRD:Lizardfolk
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This material is published under the OGL 1.0a. |
Lizardfolk
Size/Type: | Medium Humanoid (Aquatic, Reptilian) |
---|---|
Hit Dice: | 2d8+2 (11 hp) |
Initiative: | +0 |
Speed: | 30 ft. |
AC: | 15 (+5 natural) or 17 (+5 natural, +2 large shield) |
Attacks: | 2 claws +2 melee (or morningstar +2 melee), bite +0 melee; or javelin +1 ranged |
Damage: | Claw 1d4+1, morningstar 1d8+1, bite 1d4, or javelin 1d6+1 |
Face/Reach: | 5 ft. by 5 ft./5 ft. |
Special Attacks: | |
Special Qualities: | |
Saves: | Fort +1, Ref +3, Will +0 |
Abilities: | Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 |
Skills: | Balance +4, Jump +7, Swim +9 |
Feats: | Multiattack |
Climate/Terrain: | Temperate and warm marsh |
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 |
Lizardfolk speak Draconic.
Combat
Skills: Thanks to their tails, lizardfolk receive a +4 racial bonus to Jump, Swim, and Balance checks (the numbers in the statistics block do not reflect check penalties for large shields).
Lizardfolk Characters
A lizardfolk's favored class is druid. Lizardfolk clerics (shamans) can choose any two of the following domains: Animal, Plant, and Water.
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