Lizardfolk

Blackscale Lizardfolk

Large Monstrous Humanoid (Reptilian)
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (−1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4) or greatclub +7 melee (2d8+6) or javelin +3 ranged (1d8+4)
Full Attack: 2 claws +7 melee (1d6+4) and bite +5 melee (1d6+2) or greatclub +7 melee (2d8+6) and bite +5 (1d6+2) or javelin +3 ranged (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., hold breath, resistance to acid 5
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 19, Dex 10, Con 14, Int 8, Wis 11, Cha 7
Skills: Balance +5, Jump +12, Spot +4, Swim +10; racial bonuses
Feats: Multiattack, Power Attack
Environment: Temperate forests
Organization: Solitary, gang (2–3), band (3–6 plus 1 leader of 3rd–6th level), or tribe (20–40 plus 50% noncombatants plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class ♊
Level Adjustment: +3

This stocky, heavily muscled reptilian human oid stands almost 9 feet in height. Deep-socketed eyes and flat nasal openings give its face the appearance of a skull. Its scales are black, and a leathery crest running from the top of its head to the middle of its back rises up as it sees you. It flexes talontipped fingers and snarls, revealing a row of vicious fangs.

Like their smaller cousins, blackscale lizard folk are primitive reptilian humanoids that can be very dangerous if provoked.

A blackscale lizardfolk is usually 8½ to 9½ feet tall, and weighs about 600 pounds. Its tail is 4 to 5 feet long.

Blackscale lizardfolk speak Draconic, and a blackscale lizardfolk with an Intelligence score of 12 or greater will also speak Common.

Combat

Blackscale lizardfolk are proud and fierce fighters, concerned with heroic action and personal glory. Left on their own, they will fight as disorganized individuals, but their leaders can force them to work together for short periods of time. The blackscales have little patience for tricks and traps, considering such tools to be the trade of lesser lizardfolk.

Skills: Because of their tails, blackscale lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.

Blackscale Lizardfolk with Class Levels

Most blackscales advance as barbarians, the race’s favored class. Blackscale priests are actually adepts and can select spells from the Protection and Sun domains.

Blackscale Lizardfolk in Eberron

Blackscales claim that their dark coloration and facial features are proof of a blood connection to the dragons of Haka’torvhak, but little proof to this claim exists.

The jungles of Q’barra are home to three distinct species of lizardfolk⁠—​the blackscales, the Cold Sun Tribes, and the poison dusk. The blackscales are the largest of the three, and throughout the history they have used their size to dominate and intimidate their smaller kindred. They are the guardians of the sacred city of Haka’torvhak and the warriors of the dragon Rhashaak. They are proud and arrogant, and are usually extremely hostile toward humans who trespass into the deep jungles of Q’barra.

While their culture is quite primitive, the black scales have access to the vaults and arsenals of Haka’torvhak. High-ranking warriors or priests wear glittering jewels, and the weapons of the blackscales are often elaborately carved and decorated. The guardians of the sacred city may be equipped with better weapons, shields, or armor—possibly even magic relics from the deep vaults.

The blackscales typically live off the “tribute” they extract from the other tribes⁠—​officially, offerings made to the great dragon and its guardians. The dragon priests hold the ultimate authority within society but rarely use this power; in the absence of interference from a priest, the most powerful warrior rules the tribe. Any of the three species of lizardfolk can be called to serve as dragon priests; the blackscales consider the priests to be a fourth tribe, and thus see no shame in following their commands.

Source: Monster Manual III, page 95.

Poison Dusk Lizardfolk

The statistics block below contains details for more than one type of poison dusk lizardfolk. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Poison Dusk Lizardfolk,
1st-Level Ranger ⬇️
Small Humanoid (Reptilian)
Poison Dusk Lieutenant,
4th-Level Ranger ⬇️
Small Humanoid (Reptilian)
Hit Dice: 1d8+1 (5 hp) 4d8+12 (33 hp)
Initiative: +2 +7
Speed: 30 ft. (6 squares) 40 ft. (8 squares) with longstrider
Armor Class: 17 (+1 size, +2 Dex, +3 natural, +1 buckler), touch 13, flat-footed 15 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/−2 +4/+2
Attack: Claw +3 melee (1d3+1) or longsword +3 melee (1d6+1/19–20) or shortbow +4 ranged (1d4/×3), or bola +4 ranged (1d3+1 nonlethal or ranged trip) Claw +6 melee (1d3+2) or longspear +6 melee (1d6+3/×3) or masterwork longbow +8 ranged (1d6/×3), or bola +7 ranged (1d3+2 nonlethal or ranged trip)
Full Attack: 2 claws +3 melee (1d3+1) and bite +1 melee (1d3) or longsword +3 melee (1d6+1/19–20) and bite +1 melee (1d3) or shortbow +4 ranged (1d4/×3) or bola +4 ranged (1d3+1 nonlethal or ranged trip) 2 claws +6 melee (1d3+2) and bite +4 melee (1d3+1) or longspear +6 melee (1d6+3/×3) and bite +1 (1d3) or masterwork longbow +6/+6 ranged (1d6/×3), or bola +7 ranged (1d3+2 nonlethal or ranged trip)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. (10 ft. with longspear)
Special Attacks: Poison use Poison use, spells
Special Qualities: Chameleon skin, favored enemy +2 (humanoid/human), hold breath, low-light vision, wild empathy Chameleon skin, favored enemy +2 (humanoid/human), hold breath, low-light vision, wild empathy
Saves: Fort +3, Ref +4, Will +0 Fort +7, Ref +7, Will +2
Abilities: Str 12, Dex 15, Con 12, Int 8, Wis 11, Cha 7 Str 14, Dex 17, Con 16, Int 8, Wis 12, Cha 8
Skills: Balance +5, Climb +4, Hide +14, Jump +4, Move Silently +5, Spot +4, Survival +4, Swim +3; racial bonuses Balance +7, Climb +8, Hide +18, Jump +11, Move Silently +10, Spot +8, Survival +8, Swim +7; racial bonuses
Feats: Multiattack, Track [bonus] Endurance [bonus], Improved Initiative, Multiattack, Rapid Shot [bonus], Track [bonus]
Environment: Temperate marshes Temperate marshes
Organization: Solitary, gang (2–3), band (5–8 plus 1 leader of 3rd–6th level), or tribe (20–40 plus 50% noncombatants plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level) Solitary, band (1 plus 5–8 poison dusk lizardfolk), or tribe (2 plus level 20–40 plus 50% noncombatants and 1 leader of 4th–10th level)
Challenge Rating: 1 4
Treasure: 50% coins; 50% goods 50% coins; 50% goods (plus masterwork longbow)
Alignment: Usually neutral Usually neutral
Advancement: By character class ♊ By character class ♊
Level Adjustment: +1 +1

Poison Dusk Lizardfolk • Poison Dusk Lieutenant

This reptilian humanoid seems to melt out of the shadows of the jungle. It is about three feet tall, and it has a lean, wiry build. It has large eyes that reflect the light and a slight crest that runs down the back of its head. It hisses at you, revealing sharp teeth.

Poison Dusk Lizardfolk ⬆️

While smaller than their lizardfolk cousins, the poison dusk lizardfolk are just as dangerous when provoked.

A poison dusk lizardfolk is between 3 to 4 feet in height, weighing 42–52 pounds. Its tail is 2 to 3 feet long, and its scales shift color with its mood. The eyes of a poison dusk lizardfolk are larger than those of the other species, and males have a crest running down the back of the head that can lie flat or extend based on mood.

Poison dusk lizardfolk speak Draconic. A lizardfolk with an Intelligence score of 12 or greater will also speak Common.

Most poison dusks encountered in the wild are rangers; exceptional individuals usually become adepts and sorcerers serving dragons.

The poison dusk ranger presented here had the following ability scores before racial adjustments: Str 12, Dex 13, Con 10, Int 8, Wis 11, Cha 9.

Combat

Poison dusks are far more cunning than the other species of lizardfolk. They prefer to avoid physical combat altogether if possible; when striking against a human village, they will often try to poison the water or food supply instead of launching a direct assault. When they do fight, they favor ambushes and clever traps. Bolas and nets are considered to be martial weapons for poison dusks, and they often use these tools to handicap larger foes while archers strike with poisoned arrows.

Poison Use: Due to their long tradition of working with venoms, poison dusks are never at risk when applying poisons to weapons. Common poisons include black adder venom and blue whinnis.

Chameleon Skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks.

Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a −1 armor check penalty (−2 on Swim checks) for carrying a buckler.

Poison Dusk Lieutenant ⬆️

Poison dusk lizardfolk who advance their skills earn the respect of the tribe and act as leaders, first of squads and patrols and eventually of the community.

The poison dusk lieutenant presented here had the following ability scores before racial adjustments: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10.

Combat

The poison dusk lieutenant uses its magic fang spell on its claws to enhance its combat ability.

Typical Ranger Spells Prepared (save DC 11 + spell level): 1st⁠—​longstrider, magic fang.

Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a bonus for Jump checks because of the longstrider spell.

Poison Dusk as Characters

Poison dusks are more intelligent and dedicated than the other lizard folk, and most develop ranger skills. Poison dusk sorcerers and adepts are called by their dragon overlords to serve as dragon priests and are not found among the tribes.

Poison dusk characters possess the following racial traits:

Source: Monster Manual III, page 96. Some reformatting for clarity occurred. Errors corrected include listing the poison dusk lieutenant’s hit points in place of its initiative modifier and leaving longstrider off of the lieutenant’s spell list (despite calculating its presence in the lieutenant’s speed and Jump skill modifier).