Crested Lizardfolk (3.5e Creature)
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|Size/Type:||Medium Humanoid (Reptilian)|
|Hit Dice:||2d8+2 (11 hp)|
|Speed:||30 ft. (6 squares)|
|Armor Class:||15 (+5 natural), touch 10, flat-footed 15|
|Attack:||Claw +2 melee (1d4+1) or spear +2 melee (1d6+1) or javelin +1 ranged (1d6+1)|
|Full Attack:||2 claws +2 melee (1d4+1) and bite +0 melee (1d4); or spear +2 melee (1d6+1) and bite +0 melee (1d4); or javelin +1 ranged (1d6+1)|
|Space/Reach:||5 ft./5 ft.|
|Special Qualities:||Hold breath|
|Saves:||Fort +1, Ref +3, Will +0|
|Abilities:||Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10|
|Skills:||Balance +3, Jump +3, Swim +6|
|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|
|Advancement:||By character class|
A male crested lizardfolk is usually 6 to 7 feet tall The female is significantly shorter. Crested lizardfolk usually have green or brown scales. Their tails are used for balance and is 3 to 4 feet long. A male crested lizardfolk can weigh from 200 to 250 pounds; females are lighter, weighing in at only about 120-130. Crested Lizardfolk speak Draconic.
The second most common type of lizardfolk, these denizens of the swamps and jungles have long crests running down the lengths of their heads. They are similar to common lizardfolk with a few other key differences. The shape of their feet is different, with longer feet and toes and a spur on the side. This makes it somewhat harder for them to balance and jump than it is for regular lizardfolk to do. They also have a fin on the end of their tail. This species evolved near the water, and thus is naturally inclined for swimming. They get a +6 on swimming, but only a +3 on jump and balance checks.
Their presence near the water has enabled the crested lizardfolk to take advantage of sea-borne trade, and as a result, a plurality of lizardfolk traders and merchants are crested ones. The first lizardfolk seen by foreign traders are often crested lizardfolk, and their habits and settlements have often formed the perceptions of lizardfolk by sailors and merchants. These lizardfolk are commonly depicted in drawings in foreign lands, and a majority of lizardfolk who travel abroad or even take the rare step of becoming sailors on foreign vessels are indeed crested lizardfolk.
While the amount of wealth possessed by the common lizardfolk is slightly greater in absolute terms, the amount of wealth per capita among the crested lizardfolk is the greatest among all lizardfolk in Paludia. Crested chiefs are more likely to enjoy foreign luxuries, crested champions sometimes have weapons shipped in from abroad to arm themselves with, and crested princesses are the most likely to own golden jewelry. Even so, the crested lizardfolk are still on average poorer than almost all other humanoid species.
The cause behind this greater wealth isn't because of greater intelligence or strength, but the root cause is biological. While all lizardfolk are good at swimming, the crested lizardfolk are adept at it. This has given them greater affinity with the water, and with affinity comes the ability to navigate up the many rivers and waterways of Paludia. This, in turn, has put them into an excellent position to trade, at least in comparison with other lizardfolk.
Crested lizardfolk often 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.
The crested lizardfolk are usually more intelligent than the other lizardfolk races, and as such, may employ unusual tactics for lizardfolk, such as troop formations and pincers movements. Still, the majority of crested tribes use the same tactics as their other brethren.
Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.