Lizardfolk (CR 1)
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.
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/Actions: -
Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Special Qualities: Hold breath
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
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).
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.