Pathfinder Society
menutop

Discuss the Pathfinder Roleplaying Game on our messageboards.

Purchase the Pathfinder Core Rulebook or Bestiary.

Need to report a problem? Please let us know by posting in this thread.

Lizardfolk

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

Lizardfolk 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), bite +0 (1d4), or claw +2 (1d4+1), bite +2 (1d4+1)

Ranged javelin +1 (1d6+1)

Statistics

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 +8; Racial Modifiers +4 Acrobatics

Languages Draconic

SQ hold breath

Ecology

Environment temperate swamps

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.