
Primitive and savage, these reptilian humanoids can be very dangerous if provoked. They are fiercely territorial, banding together to protect the swamplands they inhabit.
Statistics[]
Race: reptilian
Size: medium
Alignment: neutral evil
Armor class: 17
Hit points: 24
Attack bonus: +1/-3
Damage: d6+1, d6 (dual rapiers)
Disarmed: d3+1 (unarmed strike)
Abilities | ||
---|---|---|
strength | 13 | |
dexterity | 15 | |
constitution | 13 | |
intelligence | 9 | |
wisdom | 10 | |
charisma | 10 |
Trained skills:(‡) disable trap (1), hide (6), listen (4), move silently (6), open lock (4), pickpocket (4), spot (4)
Feats: armor proficiency (light), evasion, sneak attack (+2d6), two-weapon fighting, uncanny dodge I, weapon finesse, weapon proficiency (creature), weapon proficiency (rogue), weapon proficiency (simple)
Blueprint:(‡) nw_oldchiefb
Notes[]
See also: lizardfolk chieftain (barbarian), lizardfolk shaman (cleric), lizardfolk shaman (sorcerer), lizardfolk warrior