(nb: D&D 3.0/3.5 source materials uses the name Lizardfolk)
Lizardfolk characters possess the following racial traits:
+2 Strength, +2 Constitution, –2 Intelligence.
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 x (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.
+5 natural armor bonus.
Natural Weapons: 2 claws (1d4) and bite (1d4).
Hold Breath: A lizardman can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Favored Class: Druid.
Level adjustment +1.
Medium size.
A lizardman 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 lizardman can weigh from 200 to 250 pounds.
Lizardmen fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardmen 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.
Source: D&D System Reference Document / Monster Manual, WotChttp://www.wizards.com/default.asp?x=d20/article/srd35
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