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Lizardfolk

RL 2 Playable Race

Environment: Temperate marshes | Type: Humanoids

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Lizardfolk

πŸ“œ Full Creature / NPC Stat Block(s)

Rules of Legend d20 Format
Adult (Lizardman): CL 2; XP 225; M Humanoid (Reptilian); RL 2; HP 32, SP 28, PP 14; Init +1; Spd 6 (Climb ×4 MP) (Swim ×4 MP); DeCa/p 13/12 (crit +25), Fort 14, Ref 11, Will 12; DR 5; AP 12; Atk Arm Sz -3, AP 5, Rch 0-1, +1 (d6+1 S HP); Grp AP 8, Rch 0-1, +1/+2; Spc 1x1 sq; SA Fast reflexes Lesser, Impr grapple; SD 0 DeC / T: mount; SM Mobility +1; AL Usually N; Str 12, Con 12, Dex 10, Int 8, Wis 10, Cha 10.
Skills: Acrobatics 1, Athletics 7, Crafting 1, Perception 1, Riding 1, Stealth 1, Survival 5, Weapons - Natural 3, Weapons - Brawling 3, Weapons - Generic 1, Weapons - Exotic 3, Weapons - Axes 3, Weapons - Shields 1, Weapons - Bows 3, Armor - Medium 3, Berserking 3, Combat Instincts 3, Damage Reduction 3, Danger Sense 1, Fighting Style - Mobility 3, Fighting Style - Power Attack 3, Fighting Style - Precision 1, Fighting Style - Trickery 1.

Base Species Characteristics

Size Class 0

Racial Ability Adjustments

STR
+2
CON
+2
DEX
+0
INT
-2
WIS
+0
CHA
+0

Natural Attacks

2 Arm { Dmg=d6+StrMod S HP; } 2 Leg { } Bite { Sec; Dmg=d6+StrMod/2 P HP; }

Racial Traits & Special Abilities

SklMod { Qual=Athletics; Type=racial; Value=+4; } ActMod { Qual=Maintain Balance; Type=racial; Value=+4; } SpdType { Qual=Climb; Value=4; }

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)

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