PropertyValue
rdfs:label
  • Lizardfolk
rdfs:comment
  • Lizardfolk is a name for the collective reptilian tribes that inhabit the jungles of Eberron. Some lizardfolk, like the poison dusk and blackscale tribes, live in the wilds of Q'barra, where they defend their lands from the human colonists of New Galifar and Hope, destroying what they see as the "human infestation."
  • Denoted by a necklaces of bleached-blue bones, these lizardfolk inhabit the region east of Seawell and are a notably warlike tribe.
  • Lizardfolk are a culturally sophisticated yet technologically primitive reptilian race of humanoids who dwell in many of Golarion's swamps and marshlands.
  • Table of Monsters 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) Special Attacks: — Special Qualities: Hold breath Space/Reach: 5 ft./5 ft. Saves: Fort +1, Ref +3, Will +0 Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
  • 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) Special Attacks: - Special Qualities: Hold breath Space/Reach: 5 ft./5 ft. Saves: Fort +1, Ref +3, Will +0 Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 Feats: Multiattack
  • Lizardfolk are primitive reptilian humanoids typically standing from six to seven feet (1.8 to 2.1m) tall. Their scales are normally dull, earthy colors such as green, brown, or gray. They have a tail for balance, which measures three to four feet (0.9 to 1.2m) long. Typical weight is between 200 and 250 pounds (90 and 113 kg). There are several species of lizardfolk however, and these can range from three-foot (0.9m) tall pygmies, to nine-foot (2.7m) tall giants.
  • Lizardfolk are primitive, reptilian humanoids that are dangerous once provoked. Although they are omnivores, lizardfolk prefer meat; popular lore on the Shores holds that they prefer the flesh of newly-slain human captives, but this is largely unfounded rumour. Some of the more advanced tribes will build huts and use a variety of weapons and shields; leaders may be armed with stronger equipment stolen from captives or taken in trade with other intelligent creatures.
  • Lizardfolk are reptilian humanoids, they used to be called Lizardmen but it conflicted with the other gender. They have tails, fanged snouts and red eyes. They are mostly shades of green, but a red lizardfolk and an Albino Lizardfolk appear in OOTS.
  • All Lizardfolk of Dreadmire maintain the native practice of totem worship. As with the Marshfolk, the Lizardfolk have Hidewalkers and practice the old faiths. Throughout the swamp, and especially in the Backswamp, the trunks of dead cypress trees are carved with the numerous faces of animalistic gods, forming a series of large painted totem poles. Visitors are surprised to see frighteningly vivid colors on such poles, ranging from orange, yellow, red, black, white, brown and green, made from animal oils, blood, fish eggs, ochre and moss, painted on with animal fur brushes. A Lizardfolk tribe member can be heard to say "low folk on the totem pole" referring to a revered figure, because traditionally the bottom figure of their totem poles is the most important.
owl:sameAs
Length
  • Tail length: 3′ – 4′
subraces
dcterms:subject
1e
  • 250
alignment2e
patron deity
size2e
  • Medium
alignment1e
alignment3e
  • Usually neutral
alignment5e
type4e
dbkwik:eberron/property/wikiPageUsesTemplate
dbkwik:forgotten-realms/property/wikiPageUsesTemplate
dbkwik:forgottenrealms/property/wikiPageUsesTemplate
dbkwik:nwn2/property/wikiPageUsesTemplate
dbkwik:oots/property/wikiPageUsesTemplate
dbkwik:pathfinder/property/wikiPageUsesTemplate
dbkwik:freed20/property/wikiPageUsesTemplate
Homeland
Challenge
  • 1
Page
  • 195
Name
  • Lizardfolk
  • Blackscale Lizardfolk
  • Cold Sun Lizardfolk
  • Poison Dusk Lizardfolk
skincolor
  • Green, black, gray, brown,
Type
  • Humanoid
Caption
  • A blackscale lizardfolk, from Monster Manual III
  • A cold sun lizardfolk, from the 3.5 Monster Manual
  • A poison dusk lizardfolk, from Monster Manual III
First
size3e
  • Medium
challenge3e
  • 1
type3e
3e type
type5e
3e advancement
  • By character class
origin4e
3e size
  • Large
  • Medium
  • Small
3e class
subtype3e
subtype4e
3e source
  • Monster Manual III, pg. 95
  • Monster Manual III, pg. 96-97
  • Monster Manual v. 3.5, pg. 169
dbkwik:polaqu/property/wikiPageUsesTemplate
dbkwik:nwn/property/wikiPageUsesTemplate
Language
Aliases
  • Black Scale Lizardfolk
Weight
  • 42
  • 200
  • 600
  • Varies
Terrain
  • Marshes, swamps
Environment
  • temperate swamps
Height
  • 6
  • 240.0
  • 420.0
  • Varies
  • 570.0
Eyecolor
  • Yellow
Lifespan
  • 2.524608E9
Subtype
  • reptilian
Climate
  • Temperate, warm
Vision
Source
Location
wikipage disambiguates
alignment4e
size1e
  • Medium
size5e
  • Medium
size4e
  • Medium
subtype5e
  • Lizardfolk
2e
  • 250
3e
  • 250
3e modifiers
  • -2
  • +2 Dexterity, +2 Constitution,
  • +2 Strength, +2 Constitution,
  • +8 Strength, +4 Constitution,
4e
  • 250
abstract
  • Lizardfolk are primitive reptilian humanoids typically standing from six to seven feet (1.8 to 2.1m) tall. Their scales are normally dull, earthy colors such as green, brown, or gray. They have a tail for balance, which measures three to four feet (0.9 to 1.2m) long. Typical weight is between 200 and 250 pounds (90 and 113 kg). There are several species of lizardfolk however, and these can range from three-foot (0.9m) tall pygmies, to nine-foot (2.7m) tall giants. Lizardfolk society is primarily patriarchal, with the strongest member normally in charge. Shamans are typically counselors, and normally do not lead tribes. Wherever they make their home, survival is the main priority for any lizardfolk. Lizardfolk mostly worship the deity Semuanya, whose main agenda is the reproduction and survival of the species. They prefer to live in wetlands, such as the Mere of Dead Men.
  • 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) Special Attacks: - Special Qualities: Hold breath Space/Reach: 5 ft./5 ft. 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: Treasure: 50% coins; 50% goods; 50% items Alignment: Usually neutral Advancement: By character class Level Adjustment:
  • Lizardfolk are reptilian humanoids, they used to be called Lizardmen but it conflicted with the other gender. They have tails, fanged snouts and red eyes. They are mostly shades of green, but a red lizardfolk and an Albino Lizardfolk appear in OOTS. There are what appears to be three variants or races of lizardfolk in OOTS. The crested variant, which resemble the Monster Manual variety the most and is most commonly seen on the Northern and Southern continents; the variant described as "snake face" by Haley Starshine which appears to be dominant on the Western continent; and finally a legless variant to which Malack belongs. It's unknown if all those variants are the same "race" mechanics-wise.
  • Lizardfolk is a name for the collective reptilian tribes that inhabit the jungles of Eberron. Some lizardfolk, like the poison dusk and blackscale tribes, live in the wilds of Q'barra, where they defend their lands from the human colonists of New Galifar and Hope, destroying what they see as the "human infestation."
  • Denoted by a necklaces of bleached-blue bones, these lizardfolk inhabit the region east of Seawell and are a notably warlike tribe.
  • Lizardfolk are primitive, reptilian humanoids that are dangerous once provoked. Although they are omnivores, lizardfolk prefer meat; popular lore on the Shores holds that they prefer the flesh of newly-slain human captives, but this is largely unfounded rumour. Some of the more advanced tribes will build huts and use a variety of weapons and shields; leaders may be armed with stronger equipment stolen from captives or taken in trade with other intelligent creatures. A lizardfolk is usually around six or seven feet tall with green, grey or brown scales and weigh in at roughly 200-250 pounds. They use their long (3-4 feet) muscular tail as a balancing aid. Lizardfolk speak Draconic. They fight as unorganised individuals, preferring to assault from the front using massed rushes. The strategy of lizardfolk armies is to bush their foes into water, where they have the advantage. If outnumbered or if their territory is invaded, they will set snares or plan ambushes to hinder the enemy supplies. More advanced tribes will use sophisticated tactics and form better ambushes. Lizardfolk society is patriarchal, where the most powerful reptilian rules all others. Shamans will offer advice but rarely actually become leaders themselves. Survival is the most important thing to the tribe and a treatened or starving one will go to great lengths to ensure their continued existence. Most tribes live in swamps, but about a third of their population lives in underwater air-filled caves. Local tribes will unite against a greater threat (including hostile lizardfolk tribes) and will occasionally make alliances or serve more powerful creatures. They survive through fishing and scavenging what they require from other creatures.
  • All Lizardfolk of Dreadmire maintain the native practice of totem worship. As with the Marshfolk, the Lizardfolk have Hidewalkers and practice the old faiths. Throughout the swamp, and especially in the Backswamp, the trunks of dead cypress trees are carved with the numerous faces of animalistic gods, forming a series of large painted totem poles. Visitors are surprised to see frighteningly vivid colors on such poles, ranging from orange, yellow, red, black, white, brown and green, made from animal oils, blood, fish eggs, ochre and moss, painted on with animal fur brushes. A Lizardfolk tribe member can be heard to say "low folk on the totem pole" referring to a revered figure, because traditionally the bottom figure of their totem poles is the most important. These poles are sacred to the Lizardfolk, marking holy ground. The animals depicted are thought to bless the land and the tribes who carve them. Animals can range from unidentifiable, to a wide range of fauna, such as the hawk, mosquito, raven, beaver, wolf, frog, eagle, thunderbird, bear or even whales. A few of the totem poles marking ancient fey groves are magical. Tribes of Lizardfolk permeate the length and breadth of Dreadmire, with a combined population of approximately 12,000 adults. Tribes include, but are not limited to, the Aleqasina, Anahuac, Cynth Naqi, Delganuuki’aa, Gisoad Wanan, Hiti, Ihouma, Itkytala, Itlanacuol, Labadiev, Ninge Garik, Odoree, Quetsek’an, Tchefuncteaux, Tchou Otcha, Uchacahou, and Urosi (note that Lizardfolk have difficulties pronouncing sounds that use lips, such as B, F, M, P, V and W). At the center of each tribal village is a 50 ft. high, 5 ft. in diameter totem pole. The powers of Hidewalkers always work at 100% efficacy when within 200 ft. of such totem poles. If a village should come under attack, a tribal shaman can call the totems from the pole to defend its residents. The Lizardfolk construct "mudhifs", arched reed huts for shelter, including immense reed mudhifs for ceremonies, and reed hull boats complete with mast and sail. Their art is evident on pottery, ceremonial troughs (a rod of carved gypsum not unlike scrimshaw), and the ubiquitous totem poles. The Anahuac tribe is currently at odds with the Tchefuncteaux tribe over territory rights. Anahuac is important strategically, because it lies along a primary hunting trail. Authority Figure: Ieyoub of Anahuac, oracle king, female Lizardfolk, Clr14: HD 2d10+2 + 14d8 (cleric); AL N. Ieyoub carries the spear of the lizard king. Lizardfolk do not associate "king" with gender. -Totem worship and totem pole creation. -Ancestor veneration. -Divine kingship as an oracle king. -Believe shadows are separate, living entities. -Exorcism and execration rituals using huaca.
  • Table of Monsters 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) Special Attacks: — Special Qualities: Hold breath Space/Reach: 5 ft./5 ft. 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. In Polaqu, lizardfolk reside in swamps where they maintain uneasy truces with leeches. The reptilians are occassionally known to form alliances with the bloodsucking savages, though each party keeps a wary eye on the other. An extremely bad sign is a lizardfolk chieftain with a Kel-Par shell as a shield. The alliance in this case is rock solid, as Kel-Par shell shields are leechkin treasures. Lizardfolk speak Draconic.
  • Lizardfolk are a culturally sophisticated yet technologically primitive reptilian race of humanoids who dwell in many of Golarion's swamps and marshlands.
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