• Northern border of the High Forest (Adventure 4)
  • First mountains on the north of the High Forest


Medium Humanoid (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft.
AC: +15 (+5 Natural), touch 10, flatfooted 15
Attacks: 2 Claws +2 Melee, Bite +0 Melee; Bite +0 Melee, Greatclub +2 Melee; Javelin +1 Ranged
Damage: 2 Claws 1d4+1, Bite 1d4; Bite 1d4, Greatclub 1d10+1; Javelin 1d6+1
Face/Reach: 5ft. by 5ft. / 5ft.
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Skills: Balance +4, Jump +7, Swim +5
Feats: Multiattack, Simple Weapon Proficiency
Languages: Draconic
Climate/Terrain: Temperate Marsh, Warm Marsh
Challenge Rating:   1
Treasure: Coins: Fractional Coins 50 , Goods: % Chance 50 , Items: % Chance 50
Alignment: Usually Neutral
Advancement: 0-2 HD (Medium)


Lizardfolk are usually 6 to 7 feet tall with green, gray, or brown scales. Their tails are used for balance and are 3 to 4 feet long. They can hold their breath for twice as long as a human. Although they are omnivores, they prefer meat, particularly human flesh. Some more advanced tribes build huts and use weapons and shields; leaders of these tribes may even have equipment stolen or traded from other intelligent creatures.

Lizardfolk speak Draconic.


Lizardfolk 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.


Lizardfolk have a patriarchal society in which the most powerful member rules the others. Shamans offer advice but rarely become leaders them-selves. Survival is the utmost concern of lizardfolk, and a threatened or starving tribe will go to incredible lengths (even committing deeds considered abominable by other humanoids) to ensure its continued existence.

Most tribes live in swamps, but about a third of the population lives in underwater air-filled caves. Local tribes often unite against a greater threat (including hostile lizardfolk tribes) and occasionally make alliances with locathahs or serve more powerful creatures such as nagas or dragons. In isolated areas they survive by fishing, gathering, and scavenging, while those that live near other humanoids make raids for food, supplies, and slaves. A lizardfolk lair has half as many noncombatant hatchlings as adults, and one egg per ten adults.

The patron deity of lizardfolk is Semuanya, whose chief concern is their survival and propagation.


A lizardfolk’s favored class is druid; most lizardfolk leaders are druids. Lizardfolk clerics (shamans) worship Semuanya and can choose any two of the following domains: Animal, Plant, and Water.

Skills: Thanks to their tails, lizardfolk receive a +4 racial bonus to Jump, Swim, and Balance checks.



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