Most Lizardfolk live in the goblin wild, though they can be found in wetlands all over the world.

Moving through the brackish water of a coastal area, one may catch a glimpse of a reptilian tail moving through the stilt roots of the mangroves. The mesh makes navigation of the waist deep brine difficult, creating a maze of plant and animal life. This is the domain of the lizardfolk, and invaders should take heed.


Lizardfolk top out at about seven feet in height, with the males being slightly larger than the females. Their tails, used for balance and swimming, are four feet long in the larger specimens. Their scales are shades of brown, green, and gray, with a few shading into black. Lizardfolk scales blend into their environment, occasionally leading scholars to believing multiple breeds of lizardfolk exist. The largest lizardfolk weigh in at over 250 pounds of muscle and sinew.


Mangrove forests, papyrus swamps, and fertile peat bogs are all home to the barbaric lizardfolk. More advanced tribes of lizardfolk make their homes in mud and hide covered structures that can be broken down and moved quickly. Others make their homes in air-filled underwater caves.
Lizardfolk habitats have little in the way of decoration. A few fetishes and totems are the limits of lizardfolk artwork. Some tribes have a source of clay they work into crude pottery. They are willing to collect treasure from their prey, and some will show off their collection as a sign of hunting and raiding prowess.
Raiding lizardfolk guard the location of their villages to protect against retaliation. They have been known to add miles through trapped terrain to their trip to warn off any who might follow.


Tribes survive by fishing, gathering, scavenging, and raiding. Most lizardfolk subside on diets of fish and small mammal life, creatures indigenous to the wetlands. Food that cannot be eaten in a single bite is usually allowed to ‘ripen’ in the water. Lizardfolk especially prefer to let the flesh of their mammalian prey properly rot, often leaving their kill underwater for up to a week before settling down to enjoy their feast.


Though unorganized, lizardfolk are fierce combatants. They prefer frontal assaults, attacking as a group and attempting to drive their prey into the water. They are not fools, and if outnumbered or against superior foes, they are capable of utilizing traps and ambushes. Lizardfolk will do whatever it takes to survive, and the concept of ‘honorable combat’ does not enter their minds.
A starving tribe poses a threat to outside communities, as lizardfolk will go to any lengths necessary to preserve their tribe. Some would consider their actions to be abhorrent, but to a lizardfolk, survival trumps the mammalian ideals of ‘honor’. Within their tribe though, they are loyal and staunch allies who leap to each other’s defense without hesitation.


Lizardfolk tribes are ruled by a warchief, generally the most powerful male, who is advised by a shaman. Hatchlings and eggs are cared for in communal nests, and lizardfolk will come en masse to defend a hatchling in distress. Among adults, there is no such thing as a noncombatant. Dagger-like teeth and viciously curved claws mean a lizardfolk is never disarmed.
Slaves are kept by some lizardfolk tribes, and a few tribes eat their captives. Slaves are generally kept in pits rather than in structures, and lizardfolk are not known for being caring captors. When a slave dies, it becomes food, and thus remains useful even in death.
Some tribes are mercenaries, working for powerful masters such as nagas or dragons. Lizardfolk with allies are likely to be better armed, carrying shields and weapons. A common tactic in more advanced tribes is to lead an attack with a surprise hail of javelins before closing for the kill.

Advice for the Adventurer

A wise adventurer may choose to offer tribute to the lizardfolk when passing through their territory. Food and weapons are the best options for this technique, but one should take care and note that making a bargain with one tribe rarely will protect you from other tribes. The lizardfolk are not a united empire by any means.


Size/Type: Medium Humanoid (Reptilian)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 natural), or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d4+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1)
Full Attack: 2 claws +2 melee (1d4+1) and bite +0 melee (1d4); or club +2 melee (1d6+1) and bite +0 melee (1d4); or javelin +1 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Hold breath
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Skills: Balance +4, Jump +5, Swim +2
Feats: Multiattack
Environment: Temperate marshes
Organization: Gang (2-3), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level)
Challenge Rating: 1
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1
A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.
Lizardfolk speak Draconic.

Combat : 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.

Hold Breath : A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield.

Lizardfolk As Characters:

Lizardfolk characters possess the following racial traits:

  • +2 Strength, +2 Constitution, -2 Intelligence.
  • Medium size.
  • A lizardfolk’s base land speed is 30 feet.
  • Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
  • Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
  • Racial Feats: A lizardfolk’s humanoid levels give it one feat.
  • Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.
  • +5 natural armor bonus.
  • Natural Weapons: 2 claws (1d4) and bite (1d4).
  • Special Qualities (see above): Hold breath.
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
  • Favored Class: Druid.
  • Level adjustment +1.
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