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|This material is published under the OGL 1.0a.|
|Size/Type:||Medium Humanoid (Aquatic, Reptilian)|
|Hit Dice:||2d8+2 (11 hp)|
|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.|
|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|
|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)|
|Treasure:||50% coins; 50% goods; 50% items|
|Advancement:||By character class|
Lizardfolk speak Draconic.
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).
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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