Lizard King/Queen (CR 2)

Medium Outsider (Native)
Alignment: Usually chaotic evil
Initiative: +2 (Dex); Senses: Listen +2


AC: 20 (+2 Dex, +6 natural, +2 heavy shield), touch 12, flat-footed 18
Hit Dice: 2d8+4 (13 hp); DR: 5/magic
Fort +2, Ref +5, Will +0
Speed: 30 ft., fly 30 ft. (average)
Space: 5 ft./5 ft.
Base Attack +1; Grapple +4
Attack: Claw +4 melee, or short sword +4 melee, or javelin +3 ranged
Full Attack: 2 claws +4 melee and bite +2 melee, or short sword +4 melee and bite +2 melee, or javelin +3 ranged
Damage: Claws 1d4+3, bite 1d6+1, short sword 1d6+3/19-20, javelin 1d6+3
Special Attacks/Actions: Damage reduction 5/magic, darkvision 60 ft., hold breath, immunity to poison, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 12
Abilities: Str 17, Dex 14, Con 15, Int 13, Wis 10, Cha 12
Special Qualities: hold breath, immunity to poison, resistance to acid 10, cold 10, electricity 10, and fire 10, SR 12
Feats: Multiattack
Skills: Balance +9, Bluff +3, Diplomacy +3, Hide +2, Intimidate +3, Jump +10, Knowledge (the planes) +3, Listen +2, Move Silently +2, Search +2, and Swim +8
Advancement: By class
Climate/Terrain: Temperate marshes
Organization: Solitary or tribe (1 plus 2 lizardfolk lieutenants of 3rd-6th level and 30-60 lizardfolk)
Treasure: Standard

Source: Serpent Kingdoms

Smite Good (Su): Once per day, a lizard king can make a normal melee attack to deal 2 extra points of damage against a good foe.

Spell-Like Abilities: Darkness 3/day. Caster level 2nd.

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

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

Note: A lizard king is simply a lizardfolk with the half-fiend template applied. A lizard king with class levels gains additional spell-like abilities and special qualities as a half-fiend of the same character level would.

Native Subtype

A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).

Unlike true outsiders, native outsiders need to eat and sleep.