Lizardfolk, Blackscale (CR 3)
AC: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Hit Dice: 4d8+8 (26 hp)
Fort +3, Ref +4, Will +4
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +4; Grapple +12
Attack: claw +7 melee or greatclub +7 melee or javelin +3 ranged
Full Attack: 2 claws +7 melee and bite +5 melee or greatclub +7 melee and bite +5 melee or javelin +3 ranged
Damage: Claw 1d6+4, bite 1d6+2, greatclub 2d8+6, javelin 1d8+4
Special Attacks/Actions: -
Abilities: Str 19, Dex 10, Con 14, Int 8, Wis 11, Cha 7
Special Qualities: Hold breath, resistance to acid 5
Feats: Multiattack; Power Attack
Skills: Balance +5, Jump +12, Spot +4, and Swim +10
Advancement: By character class
Climate/Terrain: Temperate forests
Organization: Solitary, gang (2-3), band (3-6 plus 1 leader of 3rd-6th level), or tribe (20-40 plus 50% noncombatants plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-both level)
Monster Manual III
Hold breath (Ex): a blackscale lizardfolk can hold its breath for a number of rounds equal to 4 x its constitution score before it risks drowning.
Skills: because of their tails, blackscale lizardfolk have a +4 racial bonus on balance, jump, and swim checks.
Blackscale lizardfolk are proud and fierce fighters, concerned with heroic action and personal glory. Left on their own, they will fight as disorganized individuals, but their leaders can force them to work together for short periods of time. The blackscales have little patience for tricks and traps, considering such tools to be the trade of lesser lizardfolk.
These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.