| Hit Dice: | 2d8+2 (11 hp) |
| Initiative: | +0 |
| Speed: | 30 ft. (6 squares) |
| Armor Class: | 16 (+6 natural), touch 10, flat-footed 16 |
| Base Attack/Grapple: | +1/+2 |
| Attack: | Claw +2 melee (1d4+1) |
| Full Attack: | 2 claws +2 melee (1d4+1) and 4 tentacles +0 melee (1d4+1) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Extract, improved grab, mind blast (DC 14), psionics |
| Special Qualities: | Darkvision 60 ft., hold breath, spell resistance 12, telepathy 100 ft. |
| Saves: | Fort +1, Ref+3, Will +2 |
| Abilities: | Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 14 |
| Skills: | Balance +9, Jump +9, Swim +10; racial bonuses |
| Feats: | Multiattack |
| Environment: | Any underground |
| Organization: | Gang (2–3), band (6–10 plus 50% noncombatants and 1 leader of 3rd–6th level), or cult (6–10 plus 1–4 mind flayers) |
| Challenge Rating: | 4 |
| Treasure: | 50% coins; 50% goods; 50% items |
| Alignment: | Usually neutral evil |
| Advancement: | By character class |
| Level Adjustment: | +6 |
Half-illithid lizardfolk, called tzakandi in the illithid language, are used as slave laborers and personal guards in some illithid communities. Their appearance contains aspects of both the illithid and the host; no two of them look exactly the same.
Half-illithid lizardfolk are prized among their illithid masters for their vicious ferocity. Intelligent enough to put their psionic powers to best use, tzakandi generally work in pairs, one member using its mind blast on enemy spellcasters while the other wades into melee and protects its partner.
Psionics (Sp): 3/day—detect thoughts (Will save DC 15).
Skills: Thanks to their tails, half-illithid lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.
Source: Fiend Folio, page 90. Changes applied as per the D&D® v.3.5 Accessory Update.