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).