Monsters / Lizardfolk

Lizardfolk

CR 1 - 400 XP - N Medium Humanoid

Stat block

AC17 (touch 10, flat-footed 17)HP11 (2d8+2)SavesFort +4, Ref +0, Will +0Meleemorningstar +2 (1d8+1), bite +0 (1d4), or claw +2 (1d4+1), bite +2 (1d4+1)Rangedjavelin +1 (1d6+1)Speed30 ft., swim 15 ft.AbilitiesStr 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10BAB / CMB / CMD+1 / +2 / 12SensesPerception +1Environmenttemperate swamps

Combat brain - every behavior cites its line (2 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

territorial (from lore)
These traits stem from good reasons, however, as their own slow rate of reproduction is no match for warm-blooded humanoids, and those tribes who don't defend their we...
flee-when-hurt (from lore)
As their reptilian blood makes them sluggish in the cold, most lizardfolk hunt and work during the day and retreat to their homes at night to curl up with other tribes...

From the entry

A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning. Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright. Most lizardfolk stand 6 to 7 feet tall and weigh 200 to 250 pounds, their powerful muscles covered in scales of gray, green, or brown. Some breeds have short dorsal spikes or brightly colored frills, and all swim well by moving with flicks of their powerful 4-foot-l...