Lizardfolk

To Primordial Monsters To Egyptian Monsters

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lizardfolk
2012, Paizo Publishing, LLC Artist creditJim Pavelec Print source Ari Marmell. (2012). Hell or High Water, ch. 2. Paizo Publishing.Web source Ari Marmell. (May 3, 2012). Hell or High Water, Chapter Two:Murky Waters, Paizo Blog.
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Orginally posted on Pathfinder SRD

This reptilian humanoid has green scales, a short and toothy snout, and a thick alligator-like tail.

Lizardfolk CR 1
XP 400
N Medium humanoid (reptilian)
Init +0; Senses Perception +1
DEFENSE
AC 17, touch 10, flat-footed 17 (+5 natural, +2 shield)
hp 11 (2d8+2)
Fort +4, Ref +0, Will +0
OFFENSE
Speed 30 ft., Swim 15 ft.
Melee Morningstar +2 (1d8+1), bite +0 (1d4), or claw +2 (1d4+1), bite +2 (1d4+1)
Ranged javelin +1 (1d6+1)
STATISTICS
Strength 13, Dexterity 10, Constitution 13, Intelligence 9, Wisdom 10, Charisma 10
Base Atk +1; CMB +2; CMD 12
Feats Multiattack
Skills Acrobatics +2, Perception +1, Swim +8; Racial Modifiers +4 Acrobatics
Languages Draconic
SQ hold breath
ECOLOGY
Environment temperate swamps
Organization solitary, pair, band (3–12), or tribe (13–60)
Treasure NPC gear (heavy wooden shield, Morningstar, 3 javelins)
SPECIAL ABILITIES
Hold Breath (Ex)

A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.

Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright.

Most lizardfolk stand 6 to 7 feet tall and weigh 200 to 250 pounds, their powerful muscles covered in scales of gray, green, or brown. Some breeds have short dorsal spikes or brightly colored frills, and all Swim well by moving with flicks of their powerful 4-foot-long tails. While completely at home in the water, they breathe air and return to their clustered mound-dwellings to breed and sleep. As their reptilian blood makes them sluggish in the cold, most lizardfolk hunt and work during the day and retreat to their homes at night to curl up with other tribesmen in the shared warmth of large peat fires.

Though generally neutral, lizardfolks' standoffish demeanor, staunch rejection of civilization's “gifts,” and legendary ferocity in battle cause them to be viewed negatively by most humanoids. These traits stem from good reasons, however, as their own slow rate of reproduction is no match for warm-blooded humanoids, and those tribes who don't defend their wetland territories to the last breath quickly find themselves overwhelmed by the mammalian hordes. As for their tendency to consume the bodies of dead friends and enemies alike, the practical lizardfolk are quick to point out that life is hard in the swamp, and nothing should go to waste.

The lizardfolk presented here dwell in a swampy environment. Lizardfolk tribes can exist in other environments as well, but they lose their Swim speed and instead gain a Climb speed of 15 feet.

LIZARDFOLK AS CHARACTERS

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 + Intelligence 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).

-Special Qualities (see above): Hold breath.

-Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.

-Favored Class: druid.

-Level adjustment +1.

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To Primordial Monsters To Egyptian Monsters

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