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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