Lizardfolk

Images
Spoiler
Show


3E Material
Spoiler
Show
Warrior 1
Medium Humanoid (Reptilian)
Hit Dice: 1d8+1 (5HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 15 (+1 Dex, +2 natural, +2 leather); touch 11; flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Heavy Mace +1 melee (1d8+1)
Full Attack: Heavy Mace +1 melee (1d8+1) & Bite -4 melee (1d4)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Darkvision 60’, Hold Breath, Humanoid traits, Musk, Water Dependence
Saves: Fort +3*, Ref +1, Will +0
Abilities: Str 13 (+1), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 10 (+0), Cha 12 (+1)
Skills: Balance +6, Jump +9, Survival +3, Swim +7, Tumble +5
Feats: Acrobatic
Environment: any warm (Siraaj)
Organization: solitary, pair, gang (3-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults & 1 leader of 4th-6th level), warband (10-24 plus 2-4 monitor lizards), tribe (40-400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th-5th level, 1 leader of 6th-8th level, & 5-8 monitor lizards)
Challenge Rating: ½
Treasure: standard
Alignment: often Chaotic Neutral
Advancement: by character class
Level Adjustment: +0

Combat
Lizardfolk are naturally territorial, & will always put up a fight to defend their domain. They prefer to use their natural weapons, doing battle with fang & claw, but they realize that they will gain more respect in society if they use more civilized weapons. Because of this, lizardfolk often favor blades & bows, becoming adept in their use to impress their peers. They will not surrender or flee, gladly fighting to the death rather than do themselves & their kin the dishonor of being defeated.

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.

Humanoid traits: All creatures with the Humanoid type possess the following traits:
  • Proficient with all simple weapons, or by character class.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class & wears armor, it is proficient with that type of armor & all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
  • Humanoids breathe, eat, & sleep.

Musk (Ex): A lizardfolk exudes certain oils from its skin that have a faint but distinct odor. This allows them to be more easily tracked, granting a +4 circumstance bonus to such checks.

Water Dependence: A lizardfolk must ingest a minimum two gallons of water a day or suffer a cumulative -1 Con penalty. A full day of rest with complete hydration is necessary to eliminate this penalty.

Lizardfolk Lore
Characters that have ranks in Knowledge (Local) can learn more about lizardfolk. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
  • DC11: “The lizardfolk are a race of sentient reptiles, who have struggled hard to fit in with other cultured races.” A character making this check recalls all reptilian humanoid traits.
  • DC16: “They are more devoted to art than to science, & are accomplished sailors & navigators.” A character making this check knows the workings of the lizardfolk’s natural weapons & Hold Breath ability.
  • DC21: “They formed a great kingdom centuries ago in the land of Sheqari, under the leadership of a legendary king.” A character making this check remembers the lizardfolk’s history & habits.
  • DC26: “The epic tales of Amir Jathi are still told to this day, & many lizardfolk aspire to follow his legacy.” A character making this check is familiar with the nearest lizardfolk-majority settlement.

Abilities & Racial Features
Lizardfolk characters possess the following racial traits:
  • Dexterity -2, Constitution +2, Wisdom +2.
  • Humanoid (Reptilian): Lizardfolk are scaly & coldblooded, but are still subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Medium Size: As Medium creatures, lizardfolk have no special bonuses or penalties due to their size.
  • A lizardfolk’s base land speed is 30 feet.
  • Racial Skills: Lizardfolk have a +4 racial bonus on Balance, Jump, & Swim checks. They also have a +2 racial bonus on Survival checks.
  • +2 natural armor bonus.
  • +2 racial bonus on Fortitude saves to resist Poison effects.
  • Natural Weapon (Ex): Bite (1d4 + Str); piercing damage.
  • Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
  • Musk (Ex): A lizardfolk exudes certain oils from its skin that have a faint but distinct odor. This allows them to be more easily tracked, granting a +4 circumstance bonus to such checks.
  • Water Dependence: A lizardfolk must ingest a minimum two gallons of water a day or suffer a cumulative -1 Con penalty. A full day of rest with complete hydration is necessary to eliminate this penalty.
  • Automatic Languages: Alhaggi & Common. Bonus Languages: Draconic & Pahrai.
  • Favored Class: Druid.
  • Level Adjustment: +0.

4E Material
Spoiler
Show
Please see Lizardfolk in the Monster Manual 1, pages 178-179, & Monster Manual 2, pages 156-157.


The reptilian creature looks somewhat like a monitor lizard on its hind legs. Its hide is covered in smooth polished scales, its feet & hands have large claws, & it has a thick long tail that it uses almost like a third leg. Its crested head has a long fanged snout, but its vertically-slit eyes sparkle with a keen intelligence.

Of all the civilized races of Siraaj, the lizardfolk have had the most trouble adapting to city life. In fact, lizardfolk mostly identify with non-urban peoples, such as centaurs & the she-da-zhong. Also known as the Araqanasi (singular Araqanas; from an Admajai phrase, meaning “Lizard-Person”), they have had a long, difficult time adjusting to the demands & routines of life in the civilized society, made harder by their natural territorial instincts.

The reserved lizardfolk are a conservative race, deeply community-oriented & sensible to the world around them. Preferring a slower-paced lifestyle, lizardfolk have taken the land of Sheqari for their own, from which they may spread to sample or integrate with members of other cultures. Though more devoted to art than to science, lizardfolk have taken to the seas with aplomb, & are experts in the art of sail.

A lizardfolk is about 6’-7’ tall, & weighs around 200-250 pounds. They speak Alhaggi & Common.

Plot Hooks
  • A sudden & intense drought in the area is hitting the local lizardfolk especially hard.
  • A lizardfolk druid has been attracting youths with his charismatic speeches & radical philosophies, upsetting the established order.
  • A lizardfolk captain is hiring sailors to crew his vessel for an ill-omened voyage.