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

Lizard folk (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), claw +0 (1d4), bite +0 (1d4)
Ranged javelin +1 (1d6+1)
Statistics
Abl Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 12
Feats Multiattack
Skills Acrobatics +2, Perception +1, Swim +10; Racial Modifiers +4 Acrobatics
Languages Draconic
SQ hold breath
Ecology
Environment marsh
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.


From the Heroes of the Fenian Triarchy

Dwelling in mud huts and stick wigwams, the lizardfolk make up the distance between the cities of the Fenian Triarchy. Lacking the numbers of the other races, lizardfolk define themselves by their worthiness in war and their mastery of the wilds.

Lizardfolk have fairly good relations with the humans of the Reedlands, and will often trade beaver pelts or crocodile hides for fish. Th ey also trade for magical favors, as the human towns tend to boast more magicusers than the lizardfolk villages. Lizardfolk, by contrast, tend to distrust the fey of Siobhan and find them a little too magical. Too many lizardfolk have fallen prey to the fey’s practical jokes, and they do not like to feel mocked. Of all the other races, though, lizardfolk have the most complex relationship with the boggards. Boggard and lizardfolk do not like each other, nor do they trade or do business with each other. Tribes of lizardfolk and clans of boggards have, from time to time, made war on each other, raiding each other’s villages for hostages. Recently, however, the boggards have sued for peace. Though they find this move intensely suspicious, the lizardfolk shamans have counseled a policy of non-aggression. For the moment, the two people are at truce.

Lizardfolk will sell their services as trackers and pathfi nders across the marshlands, and have a good reputation for this service. City-dwellers will pay high prices for a lizardfolk guide when they need to journey out into the fens.

Lizardfolk Racial Characteristics
Lizardfolk player characters are defined by class levels—they do not possess racial hit dice. All human player characters possess the following racial characteristics.

  • +2 Constitution, +2 Wisdom, -2 Intelligence: Lizardfolk are brawny and wary, but dim-witted.
  • Medium: Lizardfolk are Medium creatures that have no bonuses or penalities due to their size.
  • Normal Speed: Lizardfolk have a base speed of 30 ft. on land. They also have a swim speed of 30 ft., can move in water without making Swim checks, and always treat Swim as a class skill.
  • Hold Breath: Lizardfolk can hold their breath for a number of rounds equal to four times its Constitution score before it risks drowning or suffocating.
  • Natural Attacks: Lizardfolk possess a bite and two claws that can be used as natural attacks. The bite deals 1d3 points of damage, while the claws deal 1d4 points of damage. These are considered primary attacks, or secondary attacks if the lizardfolk wields a manufactured weapon.
  • Tail Balance: Lizardfolk receive a +4 racial bonus on Acrobatics checks when balancing.
  • Thick Scales: Lizardfolk have a +2 natural armor bonus.
  • Languages: Lizardfolk begin play speaking Common and Draconic. Lizardfolk with high Intelligence scores can choose from the following: Aquan, Boggard, Goblin, Old Porphyran, or Sylvan.

Traits
The following trait is available to lizardfolk player characters from the Fenian Triarchy.

Shillelagh Fighter: You are trained in the use of the popular blackthorn wood cudgels, called shillelaghs. You are able to strike crippling blows with them. When
using Power Attack with a one-handed club that you are wielding two-handed, your bonus to damage increases by 100% instead of 50%.


Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever he gains a level, you may select the following alternate bonuses based on their class instead. These bonuses are considered racial bonuses unless listed otherwise.


See Also