Lizardfolk, Poison Dusk (CR 1)
AC: 17 (+1 size, +2 Dex, +3 natural, +1 buckler), touch 13, flat-footed 15
Hit Dice: 1d8+1 (9 hp)
Fort +3, Ref +4, Will +0
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -2
Attack: claw +3 melee or longsword +3 melee or shortbow +4 ranged, or bola +4 ranged
Full Attack: 2 claws +3 melee and bite +1 melee or longsword +3 melee and bite +1 melee or shortbow +4 ranged or bola +4 ranged
Damage: Claws 1d3+1, bite 1d3, longsword 1d6+1/19-20, shortbow 1d4/x3, bola 1d3+1 nonlethal or ranged trip
Special Attacks/Actions: Poison use
Abilities: Str 12, Dex 15, Con 12, Int 8, Wis 11, Cha 7
Special Qualities: Chameleon skin, favored enemy +2 (humanoid/human), hold breath, wild empathy, 1st-level ranger
Feats: Multiattack; Track
Skills: Balance +5, Climb +4, Hide +14, Jump +4, Move Silently +5, Spot +4, Survival +4, and Swim +3
Advancement: by character class
Climate/Terrain: Temperate marshes
Organization: Solitary, gang (2-3), band (5-8 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-10th level)
Treasure/Possessions: 50% coins; 50% goods
Monster Manual III
Poison use: due to their long tradition of working with venoms, poison dusks are never at risk when applying poisons to weapons. Common poisons include black adder venom and blue whinnis.
Chameleon skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on hide checks.
Hold breath (Ex): a poison dusk 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 rails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -1 armor check penalty (-2 on swim checks) for carrying a buckler.
Poison dusks are far more cunning than the other species of lizardfolk. They prefer to avoid physical combat altogether if possible; when striking against a human village, they will often try to poison the water or food supply instead of launching a direct assault. When they do fight, they favor ambushes and clever traps. Bolas and nets are considered to be martial weapons for poison dusks, and they often use these tools to handicap larger foes while archers strike with poisoned arrows.
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.