Lizardfolk, Tun (CR 1)

Medium Humanoid (Reptilian)
Alignment: Usually neutral
Initiative: +0


AC: 15 (+5 natural) or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17
Hit Dice: 2d8+2 (11 hp)
Fort +1, Ref +3, Will +0
Speed: 30 ft., swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Claw +2 melee or club +2 melee or javelin +1 ranged
Full Attack: 2 claws +2 melee and bite +0 melee, or club +2 melee and bite +0 melee; or javelin +1 ranged
Damage: Claw 1d4+1, club 1d10+1, bite 1d4, or javelin 1d6+1
Special Attacks: -
Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Special Qualities: Hold breath
Feats: Multiattack
Skills: Balance +4, Jump +5, and Swim +2
Advancement: By character class
Climate/Terrain: Temperate marsh
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)
Treasure/Possessions: 50% coins; 50% goods; 50% items

Source: Converted

Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked.

Lizardfolk are usually 6 to 7 feet tall with green, gray, or brown scales. Their tails are used for balance and are 3 to 4 feet long. They can hold their breath for twice as long as a human. Although they are omnivores, they prefer meat, particularly human flesh. Some more advanced tribes build huts and use weapons and shields; leaders of these tribes may even have equipment stolen or traded from other intelligent creatures.

Lizardfolk speak Draconic.

Tun Lizardfolk are more civilized than most other varieties, living on patches of high ground in huts constructed of thatch, vines, and piled stone in the Tun Swamp of Cormyr.

Unlike lizardfolk in other regions, the lizard kings of Tun do not demand weekly sacrifice from their followers, and do not appear to be of an evil disposition. The lizardfolk themselves believe that their lizard kings are created by the relatively benevolent god Semuanya, rather than the evil demigod Sess'innek, whom they openly revile.

Combat

Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk 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.

Skills: Thanks to their tails, lizardfolk receive a +4 racial bonus to Jump, Swim, and Balance checks (the numbers in the statistics block do not reflect check penalties for large shields).

Lizardfolk Society

Lizardfolk have a patriarchal society in which the most powerful member rules the others. Shamans offer advice but rarely become leaders themselves. Survival is the utmost concern of lizardfolk, and a threatened or starving tribe will go to incredible lengths (even committing deeds considered abominable by other humanoids) to ensure its continued existence.

Most tribes live in swamps, but about a third of the population lives in underwater air-filled caves. Local tribes often unite against a greater threat (including hostile lizardfolk tribes) and occasionally make alliances with locathahs or serve more powerful creatures such as nagas or dragons. In isolated areas they survive by fishing, gathering, and scavenging, while those that live near other humanoids make raids for food, supplies, and slaves. A lizardfolk lair has half as many noncombatant hatchlings as adults, and one egg per ten adults.

The patron deity of lizardfolk is Semuanya, whose chief concern is their survival and propagation.

Lizardfolk Characters

A lizardfolk's favored class is druid; most lizardfolk leaders are druids. Lizardfolk clerics (shamans) worship Semuanya and can choose any two of the following domains: Animal, Plant, and Water.