Lizardfolk are an ancient race whose origins are lost in time. They believe themselves to be as old as the world itself, claiming to have come into being alongside the dinosaurs. This belief has created a culture that stubbornly clings to tradition and antiquated technologies. Still, the lizardfolk strive on, their numbers dwindling as they retreat deeper into marshy wild places rather than interact with a world where faster-breeding warmbloods are making them increasingly irrelevant.
Female lizardfolk produce only a handful of eggs over their lifetimes. These eggs are delicate, and between changes in habitat, scarcity of food, and predation, few make it to term. In times of extreme starvation, a clutch could even become sustenance for a tribe rather than being allowed to hatch and become more mouths to feed.
Viable eggs require constant care. As with many reptiles, the unhatched young change sex in response to changes in temperature. Often, a tribe deliberately manipulates this phenomenon to ensure gender parity, which is of high importance when the survival of the next generation hangs in the balance. In contrast to the delicate eggs from which they hatch, young lizardfolk are extremely resilient, emerging with a full set of teeth and claws.
A race with such a slow reproductive cycle can ill afford the losses of war. Lizardfolk sometimes ally with other reptilian or amphibious species, but choose only those whose presence doesn't strain their territory's resources too far. A single dragon, a naga coven, or a herd of herbivorous dinosaurs can coexist comfortably with an established lizardfolk tribe, but sharing scarce land with numerous boggards or grippli would likely lead to conflict.
With the exception of lizard scions, most lizardfolk live to be between 60 and 80 years old. Both males and females continue to grow for their entire lives, and those rare few able to transcend the aging process (such as high-level druids or alchemists) could reach Large size around their 100th year. Both the size and extensive tribal knowledge of such individuals secure them positions of power within lizardfolk society, although they never attain the same spiritual reverence as lizard scions, who are thought to be reawakened remnants of the past.
An aging lizardfolk contributes to tribal life until the day of his death. Few settlements have the resources to support inactive members, and elders become teachers, healers, or nursery attendants. Even hatchlings are put to work once they achieve the necessary manual dexterity, weaving fishing nets, preparing food, or watching over their younger siblings. Since every one of these tasks is vital to a tribe's survival, hatchlings remain under supervision by at least one adult, but they still achieve a level of autonomy and responsibility that greatly exceeds that of humans at a similar age.
Most lizardfolk make their homes in rugged, well-constructed encampments in temperate swamps. Though the camps might seem unprotected to outsiders, lizardfolk carefully choose to inhabit defensible sections of rivers or marshes, especially places with multiple submerged entrances, hidden escape routes, and dry access for non-swimmers. Such camps usually house a single tribe that subsists off the immediate territory, supplementing with hunting forays farther afield during lean periods. Lizardfolk are most active during daylight hours, since they lack night vision, and prefer to retreat to the warmth and safety of their earthen lairs at sunset.
Lizardfolk are extremely insular, trading or allying only with groups they have established relationships with over an extended period. Even if their society were not so xenophobic, the work required to keep a tribe safe and fed means lizardfolk have little spare time for fraternization with outsiders. This can make encounters brief and curt, and an envoy's diplomatic tricks won't get her very far with a shaman who must still prepare food, cast protective spells on his clutch, and treat the wounds of his warriors. Those who do spend significant time with lizardfolk, however, find that the creatures have a rich oral tradition that passes down thousands of years' worth of knowledge and wisdom.
Lizardfolk rarely permit outsiders to enter their camps, and instead meet them at sub-camps or at prominent natural landmarks. Lizardfolk impose no cultural or religious requirements on their allies or trade partners, and expect the same treatment in return, but they might make ecological demands that can cause friction. Humanoids often mistake such demands for superstition or the misguided animism of "savages," but it's rare for lizardfolk to place any religious significance on the land itself. Instead, any landmark they decide to protect they do so out of concern for preserving the environment, since even a slight change to their habitat could have deadly ramifications.
Though lizardfolk are not evil, their practicality can sometimes seem abhorrent to other races, especially when it manifests in practices like cannibalism. To a lizardfolk, meat is meat, and during times of scarcity it would be an insult to those fallen in battle to let them rot rather than use their flesh to feed the tribe.
This innate pragmatism also manifests in lizardfolk's societal relations. Crime, politicking, and infighting are almost as common in settled lizardfolk populations as they are in human settlements, but a strong sense of natural law prevents these societies from descending into chaos. Tribal justice is meted out swiftly and fairly, with most disputes settled in non-fatal combat between the parties involved. In some cases these disputes may be handled by a proxy duel, with one or both sides sponsoring a champion.
Full statistics for lizardfolk can be found in their Bestiary entry.
The following rules include an archetype, an oracle curse, feats, and spells, all of which are favored by lizardfolk.
Wise and revered druids preserve the lizardfolk's past.
Ancient guardians revere nature and draw power from its divine energies, but also protect the customs, histories, and lore of their tribe and race. They act as ambassadors and protectors of the old ways, nurturing their tribe's growth and holding back civilization's corruptive influence.
Ancient Arms: An ancient guardian can't wield weapons made primarily of metal. She is proficient with only the club, dart, quarterstaff, shortspear, sling, and spear. She is also proficient with all natural attacks (claw, bite, and so forth) of any form she assumes with wild shape. Using a prohibited weapon renders her unable to cast druid spells or use any of her druid supernatural or spell-like class abilities while wielding the weapon and for 24 hours after ceasing to wield it. This alters the druid's normal weapon proficiencies.
Community Bond (Ex): At 1st level, an ancient guardian must choose the domain nature bond ability and select from the following domains: Community, Healing, Knowledge, Protection, or Repose. This ability alters nature bond.
Patience of Nature (Ex): An ancient guardian does not gain wild empathy at 1st level. Instead, at 2nd level, an ancient guardian adds Diplomacy, Perform (oratory), and Sense Motive to her list of class skills and gains an insight bonus equal to half her druid level on such checks. This ability replaces wild empathy.
Ancient Ways (Ex): At 3rd level, an ancient guardian increases any climb, fly, or swim speeds she has or gains via her wild shape ability by 10 feet. This ability replaces trackless step and woodland stride.
Dispel Hostility (Su): An ancient guardian doesn't gain spontaneous casting at 1st level. Instead, at 3rd level, she can channel stored spell energy into a spell capable of dispelling hostile thoughts and strong emotions. She can "lose" a prepared spell in order to cast calm emotions . Instead of the normal Will saving throw for that spell, the DC of a calm emotions spell cast with this ability is 10 + 1/2 the ancient guardian's druid level + her Wisdom modifier. This ability replaces spontaneous casting.
Unimpeachable (Ex): At 4th level, an ancient guardian gains a +4 bonus on saves against enchantments. This ability replaces resist nature's lure.
Undo Artifice (Sp): At 13th level, an ancient guardian gains the ability to reduce a nonliving item to its component raw materials. This acts as the spell polymorph any object, but works on magical or nonmagical nonliving objects. The duration is always permanent. Unlike polymorph any object, this ability can't be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude saving throw to negate the effect (DC = 10 + 1/2 the ancient guardian's druid level + her Wisdom modifier). Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp of the item's value. An ancient guardian can use undo artifice a number of times per day equal to her Wisdom modifier. This ability replaces a thousand faces.
The following oracle curse is available to lizardfolk.
Cold-Blooded: Your blood turns sluggish without sufficient heat, and you must seek warmth and shelter earlier than most. This oracle curse is common among lizardfolk and other oracles with the reptilian subtype. You take a –4 penalty on saves against cold spells and effects, and whenever you fail such a saving throw, you are staggered for 1 round. You can survive without food four times longer than a typical creature of your species before you begin to starve. At 5th level, poisons affecting you have their onset time doubled and last half as long if they end after a set time (for example, a poison with a frequency of 1/round for 6 rounds would instead have a frequency of 1/round for 3 rounds). Poisons with no onset time gain an onset time of 1 round. At 10th level, whenever an action you have readied is triggered, you can take an additional move action at half your speed—along with your readied action—even if you have already taken a move action that round. At 15th level, you can take an additional move action a number of times per day equal to your Charisma modifier. You can take these additional move actions only on your turn, and can take only one of these extra move actions per turn.
The following feats enhance lizardfolk's natural abilities, though Aquatic Adaption can be taken by mutated or unique individuals of any race who meet the prerequisites.
You've developed a strange but useful quirk for your race—you can breathe underwater.
Prerequisite: Hold breath.
Benefit: You can breathe water as well as air.
You have trained your tail into a powerful weapon, and wield it with deadly skill.
Prerequisites: Base attack bonus +5, Lizardfolk.
Benefit: You gain a tail swipe attack. If used as part of a full-attack action, the attack is made at your full base attack bonus – 5. If the tail swipe hits, it deals 1d4 points of damage (assuming you are Medium) + 1/2 your Strength modifier. If you confirm a critical hit against a target with your tail swipe, as a free action you can attempt a trip combat maneuver against that target.
You are a faster swimmer than other members of your race.
Prerequisites: Lizardfolk, swim speed.
Benefit: Your swim speed increases by 15 feet.
The following spells are used by lizardfolk and other spellcasters with the reptilian subtype. While the spells are not restricted to lizardfolk casters, individuals from warm-blooded races might have a difficult time learning them without first spending time earning the trust of lizardfolk instructors, perhaps by completing dangerous tasks on behalf of the tribe.
Endothermic Touch
School transmutation; Level druid 1, shaman 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M/DF (a small bit of snakeskin)
Range touch
Target one living creature that has the dragon type or the reptilian subtype
Duration 1 round/level
Saving Throw Fort negates; Spell Resistance yes
This spell slows the metabolism and other bodily functions of a creature for a short amount of time. The target is staggered and moves at half its normal speed (round down to the next 5-foot increment), but it can hold its breath for twice as long as normal.
Scale Spikes
School transmutation; Level alchemist 2, bloodrager 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S, M/DF (a small thorn)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature/level that is a reptile, has the dragon type, or has the reptilian subtype, and that also has a natural armor bonus of at least +1
Duration 1 minute/level
Saving Throw Fort negates (harmless); Spell Resistance yes (harmless)
When the target is affected by this spell, its scales grow jagged spikes. These spikes act like +1 armor spikes . The subject is automatically considered proficient with these scale spikes.
Scale Spikes, Greater
School transmutation; Level alchemist 4, bloodrager 4, druid 3, ranger 3, shaman 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M/DF (a bit of thistle)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature/level that is a reptile, has the dragon type, or has the reptilian subtype, and also has a natural armor bonus of at least +1
Duration 1 hour/level
Saving Throw Fort negates (harmless); Spell Resistance yes (harmless)
This spell functions like scale spikes, except that the spikes growing out of the scales have an enhancement bonus on attack and damage rolls equal to +1 for every 4 caster levels (maximum +5). This bonus does not allow the spikes to bypass damage reduction aside from magic.
Some warriors enter war-trances to increase their prowess.
Lizardfolk Vanguard CR 2
XP 600
Lizardfolk barbarian 1
CN Medium humanoid (reptilian)
Init +2; Senses Perception +6
Defense
AC 17, touch 10, flat-footed 15 (+2 armor, +2 Dex, +5 natural, –2 rage)
hp 33 (3 HD; 2d8+1d12+12)
Fort +9, Ref +2, Will +3
Offense
Speed 40 ft., swim 15 ft.
Melee mwk morningstar +8 (1d8+5), bite +5 (1d6+2) or 2 claws +7 (1d4+5), bite +5 (1d6+2)
Ranged javelin +4 (1d6+5)
Special Attacks rage (6 rounds/day)
Tactics
During Combat Lizardfolk vanguards use shock tactics to eliminate the most threatening opponents first.
Base Statistics When he's not raging, the vanguard's statistics are AC 19, touch 12, flat-footed 17; hp 27; Fort +7, Will +1; Melee mwk morningstar +6 (1d8+3), bite +3 (1d6+1) or claw +5 (1d4+3), bite +3 (1d6+1); Str 17, Con 15; CMB +5; Skills Swim +16.
Statistics
Str 21, Dex 14, Con 19, Int 9, Wis 12, Cha 8
Base Atk +2; CMB +7; CMD 17
Feats Multiattack, Power Attack
Skills Acrobatics +10 (+14 when jumping), Perception +6, Survival +5, Swim +18
Languages Draconic
SQ fast movement, hold breath
Combat Gear potion of cure moderate wounds ; Other Gear mwk leather armor, mwk morningstar, javelins (4), 8 gp
Lizardfolk Berserker CR 5
XP 1,600
Lizardfolk barbarian 4
CN Medium humanoid (reptilian)
Init +2; Senses Perception +10
Defense
AC 19, touch 10, flat-footed 17 (+4 armor, +2 Dex, +5 natural, –2 rage)
hp 66 (6 HD; 2d8+4d12+26)
Fort +11, Ref +3, Will +4
Defensive Abilities trap sense +1, uncanny dodge
Offense
Speed 40 ft., swim 15 ft.
Melee mwk morningstar +12 (1d8+6), bite +9 (1d6+3) or 2 claws +11 (1d4+6), bite +9 (1d6+3)
Ranged mwk javelin +8 (1d6+6)
Special Attacks rage (12 rounds/day), rage powers (scent, knockdown)
Tactics
During Combat The berserker uses the knockdown rage power on enemies who are heavily armored or wield heavy weapons.
Base Statistics When she's not raging, the berserker's statistics are AC 21, touch 12, flat-footed 19; hp 54; Fort +9, Will +2; Melee mwk morningstar +10 (1d8+4), bite +7 (1d6+3) or claw +9 (1d4+3), bite +7 (1d6+2); Str 18, Con 15; CMB +9; Skills Swim +19.
Statistics
Str 22, Dex 14, Con 19, Int 9, Wis 12, Cha 8
Base Atk +5; CMB +11; CMD 21
Feats Cleave, Multiattack, Weapon Focus (morningstar)
Skills Acrobatics +12 (+16 when jumping), Perception +10, Survival +7, Swim +21
Languages Draconic
SQ fast movement, hold breath
Combat Gear potion of cure moderate wounds, potions of magic fang (2), tanglefoot bags (2); Other Gear +1 studded leather, mwk javelin, mwk morningstar, antitoxin, 66 gp
Submerged in shallow water or hidden in tangles of rushes, lizardfolk rangers give away their position only once it is too late for their prey to do anything about it.
Lizardfolk Stalker CR 3
XP 800
Lizardfolk ranger 2
N Medium humanoid (reptilian)
Init +1; Senses Perception +8
Defense
AC 18, touch 11, flat-footed 17 (+2 armor, +1 Dex, +5 natural)
hp 33 (4 HD; 2d8+2d10+13)
Fort +9, Ref +4, Will +1
Offense
Speed 30 ft., swim 15 ft.
Melee 2 claws +6 (1d6+3), bite +4 (1d4+1)
Ranged mwk longbow +5 (1d8/×3)
Special Attacks combat style (natural weapon), favored enemy (humans +2)
Tactics
During Combat The stalker prefers to soften up lightly armored targets with his longbow before moving in for the kill.
Statistics
Str 17, Dex 12, Con 17, Int 9, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 17
Feats Improved Natural Attack (claw), Multiattack, Point-Blank Shot
Skills Acrobatics +5, Knowledge (nature) +4, Perception +8, Survival +6, Stealth +7, Swim +16; Racial Modifiers +4 Acrobatics
Languages Draconic
SQ hold breath, track +1, wild empathy +1
Combat Gear potion of barkskin, potions of cure moderate wounds (2), antitoxins (2), smokestick, tanglefoot bag; Other Gear mwk leather armor, mwk longbow with 20 arrows, fishing net, 29 gp.
Lizardfolk Swamp Lurker CR 8
XP 4,800
Lizardfolk ranger 7
N Medium humanoid (reptilian)
Init +5; Senses Perception +12
Defense
AC 21, touch 11, flat-footed 20 (+4 armor, +1 Dex, +6 natural)
hp 87 (9 HD; 2d8+7d10+40)
Fort +11, Ref +6, Will +3
Offense
Speed 30 ft., swim 30 ft.
Melee 2 claws +13 (1d6+4), bite +7 (1d4+2), tail slap +7 (1d4+2)
Ranged +1 composite longbow +10/+5 (1d8+5/×3)
Special Attacks combat style (natural weapon), favored enemy (humans +4, reptilian humanoids +2)
Ranger Spells Prepared (CL 4th; concentration +5)
1st—magic fang (2)
Statistics
Str 18, Dex 12, Con 17, Int 9, Wis 12, Cha 8
Base Atk +8; CMB +12; CMD 23
Feats Aquatic Adaption*, Dangerous Tail*, Endurance, Improved Initiative, Improved Natural Attack (claw), Point-Blank Shot, Swift Swimmer*, Weapon Focus (claw)
Skills Acrobatics +5, Climb +14, Handle Animal +3, Heal +6, Knowledge (nature) +6, Perception +12, Stealth +11, Survival +12, Swim +19; Racial Modifiers +4 Acrobatics
Languages Draconic
SQ favored terrain (swamp +2), hold breath, hunter's bond (companions), track +3, wild empathy +6, woodland stride
Combat Gear +1 human-bane arrows (4), potions of barkskin (2), potion of cure moderate wounds, scroll of speak with plants, tanglefoot bag; Other Gear +1 studded leather, +1 composite longbow (+4 Str) with 30 arrows, fishing net, 55 gp
Lizardfolk bards are the keepers of tribal lore, guiding their tribes in difficult times and enhancing their abilities in battle.
Lizardfolk rattler CR 5
XP 1,600
Lizardfolk bard 4
N Medium humanoid (reptilian)
Init +1; Senses Perception +8
Defense
AC 18, touch 11, flat-footed 17 (+2 armor, +1 Dex, +5 natural)
hp 43 (6d8+16)
Fort +7, Ref +6, Will +4; +4 vs. bardic performance, language-dependent, and sonic
Offense
Speed 30 ft., swim 15 ft.
Melee mwk club +10 (1d6+4), bite +3 (1d4+2) or 2 claws +8 (1d4+4), bite +3 (1d4+2)
Ranged javelin +5 (1d6+4)
Special Attacks bardic performance 12 rounds/day (countersong, distraction, fascinate [DC 14], inspire competence +2, inspire courage +1)
Bard Spells Known (CL 4th; concentration +6)
2nd (2/day)—blindness/deafness (DC 14), rage
1st (4/day)—cause fear (DC 13), cure light wounds, hideous laughter (DC 13), sleep (DC 13)
0 (at will)—dancing lights, daze (DC 12), ghost sound (DC 12), light, message, resistance
Statistics
Str 18, Dex 12, Con 15, Int 9, Wis 8, Cha 14
Base Atk +4; CMB +8; CMD 19
Feats Dazzling Display, Intimidating Prowess, Weapon Focus (club)
Skills Acrobatics +14, Intimidate +15, Perception +8, Perform (percussion) +11, Swim +16; Racial Modifiers +4 Acrobatics
Languages Draconic
SQ bardic knowledge +2, hold breath, versatile performance (percussion)
Combat Gear potion of cure light wounds, alchemist's fire (2);Other Gear mwk leather armor, mwk club, cloak of resistance +1, mwk war rattle
Revered members of the tribe, rattlers are the keepers of tradition and leaders of the sacred dances. They are the ones who remember the ancient songs of lizardfolk glory and use them to train the youth, educating each new generation in the practices and secrets that have kept their people safe in their swamps for millennia.
Though called rattlers, these lizardfolk are as much storytellers as musicians, propagating the oral traditions of their people. As a result, they are valued as much for their wisdom as for their ability to bolster the tribe's hunters and warriors in combat—though this latter responsibility admittedly defines the role in which most other humanoid races encounter them. Though a rattler might or might not be the leader of a tribe, she is often asked to sit in judgment over internal conflicts, to act as an ambassador to other tribes, or to advise a tribe's chieftains and elders so that their decisions reflect the wisdom of the past.
Lizardfolk rattlers are often tribal elders, but when youths show a propensity for bardic magic or a particular passion for the old stories and shamanistic rituals, a tribe's existing rattlers might choose to take them in and train them as the rattlers of the next generation. This practice is crucial, as it can take most of a lifetime to learn all the stories, and a tribe never wants to risk losing ties to their history because of the sudden death of the tribe's rattler to old age or in battle.
Among most lizardfolk tribes, the greatest mark of status a warrior can achieve is a mighty dinosaur steed, allowing her to thunder terrifyingly into enemy lines.
Lizardfolk Champion CR 10
XP 9,600
Lizardfolk cavalier 9
N Medium humanoid (reptilian)
Init +0; Senses Perception +13
Defense
AC 27, touch 10, flat-footed 27 (+9 armor, +5 natural, +3 shield)
hp 100 (11 HD; 2d8+9d10+42)
Fort +12, Ref +3, Will +4
Offense
Speed 20 ft., swim 15 ft.
Melee +1 lance +17/+12 (1d8+8/19–20/×3) or claw +15 (1d6+5), bite +10 (1d4+2)
Ranged javelin +10 (1d6+5)
Special Attacks banner +2/+1, cavalier's charge, challenge (+9, +3, 3/day)
Statistics
Str 21, Dex 10, Con 17, Int 7, Wis 12, Cha 12
Base Atk +10; CMB +15; CMD 25
Feats Duck and Cover, Improved Critical (lance), Improved Natural Attack (claw), Mounted Combat, Power Attack, Ride-By Attack, Shield Wall, Trample, Weapon Focus (lance)
Skills Perception +13, Ride +5, Swim +11; Racial Modifiers +4 Acrobatics
Languages Draconic
SQ expert trainer +4, greater tactician (2/day, 7 rounds, swift action), hold breath, mount (styracosaurus), order of the dragon (aid allies, strategy)
Combat Gear potions of cure moderate wounds (2), alchemist's fire (2); Other Gear +1 half-plate, +1 heavy wooden shield, +1 lance, javelins (2), belt of giant strength +2, 191 gp
Styracosaurus CR —
N Large animal
Init +2; Senses low-light vision, scent; Perception +12
Defense
AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
hp 44 (8d8+8) Fort +7, Ref +8, Will +3
Defensive Abilities evasion
Offense
Speed 30 ft.
Melee gore +10 (2d8+7)
Special Attacks ferocity, reflexive strike
Space 10 ft.; Reach 10 ft.
Statistics
Str 21, Dex 14, Con 13, Int 2, Wis 12, Cha 7
Base Atk +6; CMB +12 (+14 bull rush or overrun); CMD 24 (26 vs. bull rush or overrun)
Feats Improved Bull Rush, Improved Natural Attack (gore), Improved Overrun, Power Attack
Skills Perception +12
SQ devotion, tricks (attack [all creatures], come, defend, down, guard, heal, seek, stay, work)
Most lizardfolk feel a deep connection to dinosaurs, seeing in the fearsome beasts an obvious kinship, and considering them a symbol of the once-great lizardfolk civilization. As a result, many tribes attempt to domesticate dinosaurs as beasts of burden or war—with varying degrees of success.
Those warriors able to single-handedly pacify and train dinosaur mounts win the respect of their tribes. Dinosaur-riding lizardfolk champions are famed battle leaders among their tribes, and often become chieftains of their people.
Lizardfolk sorcerers are surrounded by tribal superstition.
Lizardfolk Sorcerer CR 12
XP 19,200
Lizardfolk sorcerer 11
CN Medium humanoid (reptilian)
Init +4; Senses Perception +4
Defense
AC 21, touch 11, flat-footed 21 (+4 armor, +1 deflection, +6 natural)
hp 97 (13 HD; 2d8+11d6+50)
Fort +10, Ref +7, Will +10
Resist acid 10
Offense
Speed 30 ft., swim 15 ft.
Melee 2 claws +10 (1d6+3 plus 1d6 acid), bite +5 (1d4+1)
Special Attacks breath weapon (60-foot line, 11d6 acid, DC 19, 1/day), claws (1d4+3 plus 1d6 acid, treated as magic weapons, 7 rounds/day)
Sorcerer Spells Known (CL 11th; concentration +15)
5th (4/day)—acidic spra y (DC 19), spell resistance, wall of stone (DC 19)
4th (7/day)—black tentacles, fear (DC 18), remove curse, vitriolic mis t
3rd (7/day)—dispel magic, fly, haste, major image (DC 17), wind wall
2nd (7/day)—acid arrow, create pi t (DC 16), darkvision, frigid touch, resist energy, web (DC 16)
1st (7/day)—corrosive touch, endure elements, grease (DC 15), mage armor, ray of enfeeblement (DC 15), shocking grasp
0 (at will)—acid splash, detect magic, detect poison, open/close, read magic, resistance, spar k, mending, message
Bloodline draconic (black)
Tactics
Before Combat The sorcerer casts mage armor on herself.
During Combat The sorcerer stays away from melee, hurling spells at foes. She usually begins with black tentacles or grease, the better to restrict enemy mobility in the already difficult swamp terrain, then follows up with ranged damage spells or by casting haste on the tribe's strongest warriors.
Base Statistics Without mage armor, the lizardfolk's statistics are AC 17, touch 11, flat-footed 17.
Statistics
Str 17, Dex 10, Con 15, Int 11, Wis 8, Cha 18
Base Atk +6; CMB +9; CMD 27
Feats Combat Casting, Elemental Focus (acid), Eschew Materials, Improved Initiative, Iron Will, Lighting Reflexes, Reach Spell, Toughness, Weapon Focus (claw)
Skills Acrobatics +6, Climb +7, Intimidate +9, Knowledge (arcana) +5, Knowledge (nature) +3, Linguistics +1, Perception +4, Spellcraft +8, Swim +13, Use Magic Device +13; Racial Modifiers +4 Acrobatics
Languages Common, Draconic
SQ bloodline arcana (spells that deal acid damage deal +1 damage per die), hold breath
Combat Gear potion of cure moderate wounds, scroll of false life, scrolls of invisibility (2), wand of fireball (12 charges), wand of magic missile (50 charges); Other Gear amulet of natural armor +1, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, 150 gp
Lizardfolk sorcerers can have any bloodline, but most claim (rightly or not) that their magic is the result of ancient interbreeding with majestic dragons. With the blood of dragons coursing through her veins, the sorcerer is respected and feared by members of her tribe. They could see her as an omen—of good or ill—and might send her away to live on the outskirts of tribal land if she can't quickly learn to control her powers. Nevertheless, though the sorcerer might stand apart from the rest of her tribe, she almost always comes to her kin's defense in their times of need.
Since lizardfolk breed so slowly, their eggs are incredibly precious, and most tribes assign their most powerful combatants and spellcasters to watch over the nests.
Lizardfolk Clutch Mother CR 13
XP 25,600
Lizardfolk druid (ancient guardian) 12
N Medium humanoid (reptilian)
Init +4; Senses Perception +22
Defense
AC 22, touch 11, flat-footed 22 (+6 armor, +1 deflection, +5 natural)
hp 95 (14d8+32)
Fort +15, Ref +7, Will +16; +4 vs. enchantments
Immune poison
Offense
Speed 20 ft., swim 25 ft.
Melee +1 spear +11/+6 (1d8+1/×3), bite +5 (1d4) or 2 claws +10 (1d4), bite +5 (1d4)
Ranged mwk sling +11 (1d4)
Special Attacks dispel hostility, undo artifice, wild shape 5/day
Druid Spells Prepared (CL 12th; concentration +17)
6th—antimagic fiel d D, mass cure light wounds, wall of stone (DC 21)
5th—baleful polymorph (DC 20), commune with nature, death ward, spell resistance D, wall of thorns
4th—cure serious wounds, dispel magic, freedom of movement, scrying (DC 19), spell immunity D
3rd—call lightning (DC 18), cure moderate wounds (2), protection from energ y D, spit venom (DC 18)
2nd—animal messenger, barkskin, delay poison, lesser restoration (2), shield other D
1st—calm animals (DC 16), cure light wounds (2), entangle (DC 16), sanctuar y D (DC 16), shillelagh, speak with animals
0 (at will)—create water, detect poison, guidance, mending
D domain spell; Domain Protection
Tactics
During Combat The clutch mother uses spells and weapons to defend first the clutch and then the tribe.
Statistics
Str 10, Dex 11, Con 12, Int 12, Wis 20, Cha 15
Base Atk +10; CMB +10; CMD 21
Feats Alertness, Brew Potion, Improved Initiative, Natural Spell, Skill Focus (Diplomacy), Toughness, Wild Speech
Skills Acrobatics +2, Diplomacy +23, Handle Animal +11, Heal +14, Knowledge (nature) +13, Linguistics +2, Perception +22, Perform (oratory) +15, Sense Motive +27, Spellcraft +11, Survival +16, Swim +15; Racial Modifiers +4 Acrobatics
Languages Common, Draconic, Druidic, Sylvan
SQ ancient ways, hold breath, nature bond (Protection domain), nature sense, patience of nature
Combat Gear scroll of charm animal, scroll of resist energy, wand of cure light wounds (15 charges); Other Gear +2 hide armor, +1 spear, mwk sling with 12 bullets, druid's vestments, headband of inspired wisdom +2, pearl of power (2nd), ring of protection +1, healer's kit (9 uses), 38 gp
The clutch mother seeks only to protect her ways and her kind. She faces the onslaught of civilization with diplomacy, reason, and patience.
While other races might see guarding the children as a waste of one's best warriors, lizardfolk inherently value defense over offense. They think warm-blooded races are insane for sending all their capable combatants off to fight in distant wars, leaving only the aged and infirm to protect the children. Clutch mother (or occasionally clutch father) is a position of prominence and prestige, and many lizardfolk warriors compete eagerly to prove themselves worthy of this great responsibility.
This muscular lizardfolk towers above others of its kind, a primeval behemoth painted with elaborate designs.
Lizard Scion CR 5
XP 1,600
N Large humanoid (reptilian)
Init +0; Senses Perception +5
Defense
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 45 (7d8+14)
Fort +7, Ref +2, Will +3
Offense
Speed 30 ft., swim 30 ft.
Melee mwk trident +9 (2d6+3), bite +5 (1d8+1) or 2 claws +7 (1d6+3), bite +5 (1d8+1)
Ranged mwk javelin +5 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks blood rage
Statistics
Str 16, Dex 11, Con 14, Int 9, Wis 12, Cha 11
Base Atk +5; CMB +9; CMD 19
Feats Cleave, Multiattack, Power Attack, Weapon Focus (trident)
Skills Perception +5, Swim +14
Languages Draconic
SQ hold breath, lizardfolk blood
Ecology
Environment temperate swamps
Organization solitary, band (with 3–12 lizardfolk), or tribe (with 13–60 lizardfolk)
Treasure NPC gear (mwk trident, 2 mwk javelins)
Special Abilities
Lizardfolk Blood (Ex) A lizard scion counts as a lizardfolk for all effects related to race.
Every few generations, a lizard scion is born to a lizardfolk tribe. With twice the life span of a typical lizardfolk and a large and muscular stature, a scion typically rises to become the leader of her tribe. Lizardfolk show great—often unquestioning—devotion to scions, believing they are blessings from the spirits and divine in nature. In many ways, tribes see them as living monuments to the lost greatness of their people, singing songs of an era when every lizardfolk was as large and impressive as the scion.
A lizard scion is not officially recognized until her 100th birthday, though many might suspect that she is one. At that point, the tribe holds a ceremony in which they present the newly titled lizard scion with a special war trident as a mark of status. These ancient tridents are never used by ordinary lizardfolk, and most have been handed down through their tribe for generations, sometimes sitting untouched for hundreds of years until the naming of a new lizard scion.
Some lizard scions become great protectors and voices of wisdom among their people, leading a tribe to previously unknown accomplishments and stability within its hidden enclave. Others attempt to build alliances with other lizardfolk tribes or even unite two tribes into one. A tribe of lizardfolk being systematically pushed out of its ancestral territory, however, might see the coming of a lizard scion as a sign that war is imminent, and could be spurred to take up arms once and for all against the so-called "civilized" encroachers.
There are rumors that deep in some jungles or swamps there live entire tribes of dinosaur-herding lizard scions that have bred true as a race, but such stories may be little more than the overactive imaginations of explorers and treasure hunters.
Lizard scions average 10 feet in height and 500 pounds, though this can vary by tribe and age. Unlike boggard priest-kings, lizard scions are never fat, but rather hugely muscled specimens with excellent reflexes.
Encounters with lizardfolk typically occur near or within remote enclaves in swamps and jungles. Lizardfolk shun territory controlled by the more "civilized" races unless on a mission for their priests, on a scouting mission to keep tabs on the movement of encroaching neighbors, led by an aggressive lizard scion, or pushed to desperation.
An experienced stalker leads this hungry group of his tribemates. They search for food and danger along the perimeter of their swampland.
Lizardfolk (2) CR 1
XP 400 each
hp 11 each
Lizardfolk Stalker CR 3
XP 800
hp 33
This shock unit acts with breathtaking speed and ferocity, moving through cover to flank enemy forces. A keen-eyed stalker supports their frontline vanguards, while a rattler supplies support.
Lizardfolk Rattler CR 5
XP 1,600
hp 43
Lizardfolk Stalker CR 3
XP 800
hp 33
Lizardfolk Vanguards (4) CR 2
XP 600 each
hp 33 each
An aggressive lizard scion often ventures out with his band, determined to crush all who stand in their way.
Lizard Scion CR 5
XP 1,600
hp 45
Lizardfolk (6) CR 1
XP 400 each
hp 11 each
Lizardfolk Stalker CR 3
XP 800 XP
hp 33
Lizardfolk vanguards (2) CR 2
XP 600 each
hp 33 each
A lizardfolk champion leads some of the tribe's most trusted warriors to engage the enemy. The champion and berserkers typically lead a forward assault while the swamp lurkers sneak around to encircle their foes.
Lizardfolk Berserkers (4) CR 5
XP 1,600 each
hp 66 each
Lizardfolk Champion CR 10
XP 9,600
hp 100
Lizardfolk Swamp Lurker CR 8
XP 4,800
hp 87