Lizardfolk

also known as Lizard Folk

also known as Lizard Man

also known as Lizardman

is Beastfolk

Members:



5e

         
   TN   
         

D&D 5 facts

 

D&D 5 sources

 



3e

 

Pathfinder 2 sources

 

         
   TN   
         

Pathfinder facts

  • CR: 1
  • XP: 400
  • Size: Medium
  • Type: Humanoid
  • Tags: reptilian
  • Initiative: +0
  • Senses: Perception +1
  • AC: 17, touch 10, flat-footed 17 (+5 natural, +2 shield)
  • HP: 11 (2d8+2)
  • Saves: Fort +4, Ref +0, Will +0
  • Speed: 30 ft., swim 15 ft.
  • Melee: morningstar +2 (1d8+1), bite +0 (1d4), or claw +2 (1d4+1), bite +2 (1d4+1)
  • Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
  • Attacks: Base Atk +1; CMB +2; CMD 12
  • Feats: Multiattack
  • Skills: Acrobatics +2, Perception +1, Swim +8; Racial Modifiers +4 Acrobatics
  • Languages: Draconic
  • Organization: solitary, pair, band (3–12), or tribe (13–60)
  • Treasure: NPC gear (heavy wooden shield, morningstar, 3 javelins)
 

Pathfinder sources

 

D&D 3.5 facts

  • Type: Humanoid
  • Tags: Repitilian
  • Size: Medium
  • CR: 1
 

D&D 3.5 sources

 

         
   TN   
         

D&D 3.0 facts

  • Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
  • AC: 15 (+5 natural) or 17 (+5 natural, +2 large shield)
  • Advancement: By character class
  • Attacks: 2 claws +2 melee (or greatclub +2 melee), bite +0 melee;or javelin +1 ranged
  • CR: 1
  • Damage: Claw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1
  • HD: 2d8+2 (11)
  • Initiative: +0
  • Organization: Gang (2-3), band (6-10 plus 50% noncombatants plus1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level)
  • Reach: 5 ft. by 5 ft./5 ft.
  • Saves: Fort +1, Ref +3, Will +0
  • Size: Medium
  • 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).
  • Speed: 30 ft.
  • Tag: Aquatic, Reptilian
  • Terrain: Temperate and warm marsh
  • Treasure: 50% coins; 50% goods; 50% items
  • Type: Humanoid
 
 



1e

         
   TN   
         

BLUEHOLME facts

     

     

    BLUEHACK sources

     
     

     

    First BD&D sources

     
     



    0e

        N    

    S&W facts

    • AC: [14] – leather [12]
    • Attacks: 2 claws (1d3) or 1 bite (1d6) or 1 weapon
    • HD: 2+1
    • HDE: 2
    • Move: 2 (4 when swimming)
    • Special: Underwater
    • XP: 30