Lizardfolk
Lizardfolk
Humanoid
Climate/Terrain: Tropical, subtropical and temperate swamp
Alignment: TN
Organization: Tribe
Activity Cycle: Any
Treasure: D
Diet: Special
XP Value: 65, Patrol Leader (65), Subleader (120), War Leader (270), Shaman 3rd (175), Shaman 5th (650), Shaman 7th (975)
Mvmt: 6, Sw 12
Morale: Elite (13-14)
Spoken Languages and Dialects Lizard men speak their own language. |
|
Base THAC0: Common 19, Blackscale 14
|
|
Armor Class5 |
Magic Resistance: Nil Armor Notes: |
|
Attack Forms
Martial Art Style(s):Type | THAC0 | Damage | SF | Effect |
---|---|---|---|---|
Claw (x2) | Per Type | d2+3, Blackscale +6 | 2 | None |
Bite | Per Type | d6+3, Blackscale +6 | 2 | cannot attack rear or flank |
Blowgun (x2) | Per Type | d3 | 5 | Target poisoned (d6 dmg/rd. and slowed. Save ends) |
Club | Per Type | d6 | 4 | None |
Tail Slap | Per Type | d8+6 | 8 | Dex. check or knocked prone, attacks rear or flank only |
Great Club (Blackscale) | Per Type | d10+6 | 4 | target pushed 1 square |
Swamp's Grasp (Shaman) | 19 | - | 2 | 10 ft. cube, range 100 ft., target makes Dex. check -(lvl of shaman) or is immobilized for d6 rounds |
Bog Cloud (Shaman) | 19 | 2d8+4 | 2 | 10 ft. cube, range 100 ft., target makes Con. check -(lvl of shaman) or is dazed while in cloud. 2d8+4 dmg. |
Spells and Psionics:
Disciplines: | mTHACO | mACCampaign Notes:
Associates:
NPCs, followers, pets, mounts, etc.Lizard men are savage, semi-aquatic, reptilian humanoids that live through scavenging, raiding, and, in less hostile areas, by fishing and gathering.
Adult lizard men stand 6 to 7 feet tall, weighing 200 to 250 pounds. Skin tones range from dark green to gray to brown, and their scales give them a flecked appearance. Their tails average 3 to 4 feet long and are not prehensile. Males are nearly impossible to distinguish from females without close inspection.
Lizard man garb is limited to strings of bones and other barbaric ornament. Lizard men speak their own language.
Combat
In combat, lizard men fight as unorganized individuals. If they have equality or an advantage over their opponents, they tend toward frontal assaults and massed rushes. When outnumbered, overmatched, or on their home ground, however, they become wily and ferocious opponents. Snares, sudden ambushes, and spoiling raids are favored tactics in these situations. While individually savage in melee, lizard men tend to be distracted by food (such as slain opponents) and by simple treasures, which may allow some of their quarry to escape. They occasionally take prisoners as slaves, for food, or to sacrifice in obscure tribal rites.
For every 10 lizard men encountered, there will be one patrol leader with maximum hit points (17 hp) and a 50% chance for a shaman with 3 Hit Dice and the abilities of a 3rd-level priest. If one or more tribes are encountered, each tribe will also have a war leader of 6 Hit Dice, two subleaders with 4 Hit Dice, and a shaman of either 4 or 5 Hit Dice (50% chance of each). Any group of two or more tribes has a 50% chance for an additional shaman of 7 Hit Dice. Furthermore, each such group has a cumulative 10% chance per tribe to be led by a lizard king. If a lizard king is present, a shaman of 7 Hit Dice will always be present, and all patrol leaders from each tribe (i.e., 10% of the male warriors) will be combined into a single fanatical bodyguard for the lizard king.
Habitat/Society
Lizard men are typically found in swamps, marshes, and similar places, often (35%) dwelling totally underwater in air-filled caves. A tribe rarely numbers more than 150 individuals, including females and hatchlings. It is not uncommon for several tribes in an area to forge an informal alliance against outsiders, including other lizard man tribes.
Lizard men are omnivorous, but are likely to prefer human flesh to other foods. In this regard they have been known to ambush humans, gather up the corpses and capture the survivors, and take the lot back to their lair for a rude and horrid feast.
Ecology
Lizard men have few natural enemies. They prey on human, demihuman, or humanoid settlements if these are nearby. Lizard man eggs are bitter and inedible, as is their flesh, but their skin is sometimes worked as scale armor (Armor Class 6). Lizard men produce no art, artifacts, or trade goods.
Advanced Lizard Men
About 1 tribe in 10 has evolved to a higher state. These lizard men dwell in crude huts, use shields (thus Armor Class 4) and hurl barbed darts (30 yard range, 1-4 points damage) or javelins (1-6 points damage) before closing with the enemy. These lizard men use clubs (treat as morning stars, 2-8 points damage), and the leaders may use captured swords or other weaponry. The chance of these advanced lizard men having a lizard king is doubled, i.e., 20% cumulative chance per tribe.Basic Information
Anatomy
Genetics and Reproduction
Ecology and Habitats
Dietary Needs and Habits
Additional Information
Social Structure
A tribe rarely numbers more than 150 individuals, including females and hatchlings. It is not uncommon for several tribes in an area to forge an informal alliance against outsiders, including other lizard man tribes.
Lizardfolk have a patriarchal society in which the most powerful member rules the others as chieftain. Shamans and mystics commonly advise the chieftain.
Lizardfolk come in many varieties, including greenscale lizardfolk (the most common breed) and blackscales. Blackscales are dumb, hulking brutes that often inhabit the same swamps and marshes as their smaller kin. A blackscale tribe might be an enemy to a lizardfolk tribe, but more often the two work together or even intermingle in the same village. Blackscales rarely become leaders of mixed tribes since they are simply too dull-witted for the job, but they frequently accompany raiding parties or serve as bodyguards to the tribal chieftain or marsh mystic.
Uses, Products & Exploitation
Geographic Origin and Distribution
Civilization and Culture
Major Language Groups and Dialects
Common Dress Code
Culture and Cultural Heritage
Interspecies Relations and Assumptions
Lizardfolk have few natural enemies. They prey on human, demihuman, or humanoid settlements if these are nearby. Lizard men produce no art, artifacts, or trade goods.
Lizardfolk are savage, semi-aquatic, reptilian humanoids that live through scavenging, raiding, and, in less hostile areas, by fishing and gathering.
Insular and fierce, lizardfolk rarely combine forces with other humanoids. However, they frequently tame reptilian creatures such as behemoths, crocodiles, or drakes, or serve more powerful monsters such as dragons.
Lizard King
Climate/Terrain:
Alignment: CE
Organization: Tribe
Activity Cycle: Any
Treasure: E
Diet: Special
XP Value: 975
Mvmt: 9, Sw 15
Morale: Champion (15-16)
Spoken Languages and Dialects |
|
Base THAC0: 13
|
|
Armor Class3 |
Magic Resistance: Nil Armor Notes: |
|
Attack Forms
Martial Art Style(s):Type | THAC0 | Damage | SF | Effect |
---|---|---|---|---|
Great Trident | 13 | 3d6+2 | 7 | If beats AC by 5, double dmg. (min. 15) |
Spells and Psionics:
Disciplines: | mTHACO | mACCampaign Notes:
Comments