Living mostly in the marshy areas of Faerûn, lizardfolk are large, scaly humanoids who are savage marauders and scavengers. They have no traditions for cultivating food, so they arrange their meals by either hunting prey or raiding the larders of others.

Lizardfolk grow to between 6 and 7 feet tall, and weigh between 200 and 250 pounds. Their scales range in color from dark green to gray to brown. Their thickly muscled tails run from 3 to 4 feet long. Most nonlizardfolk have a very hard time telling the difference between males and females, but the lizardfolk have no such troubles, of course.

Lizardfolk young are hatched from eggs, which are carefully protected in the tribe's lair. This is usually hidden deep in a swamp, but about a third of the time it's an air-filled underwater cave. Hatchlings grow to maturity within about five years. Lizardfolk have been known to live as long as 80 years, although it's common for the males to die in combat long before they reach such an august age.

In Faerûn, lizardfolk are found anywhere there are temperate or warm marshes and swamps. This includes the Deepwash, the Flooded Forest, the Marsh of Chelimber, the Marsh of Tun, and Rethild, the Great Swamp. A large population of lizardfolk is also found in the Lizard Marsh, despite the relatively cold climate of the Sword Coast.

Lizardfolk have the same life expectancy and age categories as humans.

Racial Traits

Lizardfolk live close to the land, taking all the blessings that nature has to offer them. For this reason, a lizardfolk's favored class is druid. They also have many barbarians and fighters in their tribes, and the occasional cleric or two.

Lizardfolk have the following racial traits:

  • +2 Strength, +2 Constitution, –2 Intelligence. Strong and hardy warriors, lizardfolk place little value on the accumulation of knowledge.
  • Medium-size: As Medium-size creatures, lizardfolk have no special bonuses or penalties due to their size.
  • Lizardfolk land speed is 30 feet.
  • Darkvision 60 feet.
  • +5 natural armor.
  • Proficient with all simple weapons, shields, and barbed darts. Lizardfolk usually stick to weapons they can fashion out of available materials.
  • +4 racial bonus on Balance, Jump, and Swim checks.
  • Humanoid Hit Dice: A lizardfolk has 2d8 racial Hit Dice. A lizardfolk character receives the maximum hit points for his first humanoid Hit Die and rolls his other humanoid Hit Dice normally. He rolls all Hit Dice from class levels and does not automatically get maximum hit points on his first class-level Hit Die. A lizardfolk's racial Hit Dice also provide a +1 base attack bonus and saving throws of Fort +0, Ref +3, and Will +0. Lizardfolk with class levels add their class attack bonus and save bonuses to their racial attack and save bonuses.
  • Humanoid Skills: A lizardfolk's humanoid Hit Dice grant him skill points equal to (2 + Int modifier, minimum 1) ×5. Class skills for these skill points are Balance, Jump, and Swim. A lizardfolk does not get the ×4 multiplier for skill points acquired from his first class level.
  • Humanoid Feats: A lizardfolk's humanoid Hit Dice grant him one feat. A typical lizardfolk chooses Multiattack. A lizardfolk character with class levels gains feats based on his total Hit Dice, as shown on Table 2 in the Introduction.
  • Natural Attacks: A lizardfolk can attack with 2 claws and a bite. The claws deal 1d4 points of damage, and the bite is a secondary attack (–5 penalty on the attack roll, and half Strength bonus on the damage roll) that deals 1d4 points of damage. A lizardfolk can attack with a weapon at his normal attack bonus, and make either a bite or a claw attack as a secondary attack.
  • Hold Breath: A lizardfolk can hold his breath for a number of rounds equal to 4 × Constitution score before he is at risk of drowning.
  • Automatic Languages: Draconic, home region. Bonus Languages: Common, by region.
  • Favored Class: Druid.
  • Regions: Chessenta, Chondalwood, Chult, Lake of Steam, Nelanther Isles, Vilhon Reach, Western Heartlands.
  • Racial Feats: Rapid Swimming, Survivor.
  • Level Adjustment: +1. Due to his racial Hit Dice, his natural attacks, and his racial skill bonuses, a lizardfolk has an effective character level of 3 plus his class levels. Thus, a 3rd-level lizardfolk druid would have an ECL of 6.


Str Dex Con Int Wis Cha
+2 0 +2 -2 0 0


Starting Age Aging Effects
Adulthood Short Medium Long Middle Age Old Venerable Maximum
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Height and Weight

Gender Base Height Height Mod Base Weight Weight Mod
Male ? ? ? ?
Female ? ? ? ?


History: Lizardfolk don't have anything in the way of a written history. They claim that they were among the first of the humanoid races and that all the weaker, more civilized races evolved from lizardfolk who left the swamps millennia ago. The lizardfolk look down on the other races for this reason, seeing them as weaklings who could not endure the rigors of life in the swamp. In fact, there seems no reason to doubt that lizardfolk are an offshoot of one of the Creator Races, the long-vanished saurians, and that theirs is a very ancient culture. They have lived in much the same fashion they do now for time out of mind, since long before any of the interloper races arrived on Toril.

Outlook: Lizardfolk mostly assess everything in terms of whether or not it is good to eat. They have no use for money or jewels. They fashion their own crude weapons from rocks, trees, and plants found in their wetland homes. If something might be worth eating, it immediately captures the interest of the lizardfolk. Otherwise, it is not worth bothering with.

Growing up in a lizardfolk tribe is hard. The young are often hungry, as they are only giving the leavings of the meals the males capture once the adults are done with them. They often subsist on edible plants found nearby the tribe's lair. Lizardfolk are omnivorous, although they have a strong preference for meat, and they find human flesh to be the tastiest of all.

Most lizardfolk don't care much about strategy or tactics. They are cunning hunters, but in battle they simply rush their foe and try to overwhelm him with their superior strength or by force of sheer numbers. When the lizardfolk are attacked, however, they use their skill as hunters to lay snares, pitfalls, and other traps for those who pursue them. Simple but deadly traps such as these protect many lizardfolk lairs.

Lizardfolk sometimes leave their homes to hunt for larger, more formidable prey. Others wish to learn more about the world beyond the swamps, so that they can report back to the leaders of their tribes. While lizardfolk aren't evil by nature, they are savage, and they have a difficult time assimilating into Faerûnian society. Most don't even try. They are there to learn about the softskins and perhaps to teach them a thing or two about how real people – lizardfolk, that is – live.

Society: The lizardfolk have a patriarchal society. The strongest member of the tribe rules over the others by virtue of his power alone. Most are wise enough to recognize this power, so challenges only happen infrequently. When they do, they entirely disrupt the life of the tribe until either a new leader has been established or the old one has reaffirmed his position.

Lizardfolk females concentrate on hatching eggs and raising the hatchlings. It is also their job to maintain the tribe's camp. Sometimes this is little more than bits of wet plants the lizardfolk use for beds, but some tribes fashion crude huts and make and use shields and weapons. Some have even learned to use the weapons they have stripped from the bodies of earlier prey.

Mothers watch over their hatchlings closely. In this, they have the help of all female members of the tribe. The hatchlings are often hard to handle, prone to wandering out of the camp and into the wider swamp. At any time, there are half as many hatchlings as there are adults. In a typical camp of 150 lizardfolk, about 50 are adult males, 50 are adult females, and 50 are hatchlings.

As lizardfolk age, they slow down. Over the age of 60 or so, they do not care to do much more than lie on a warm rock and bask in the sun. When these creatures die, they are consumed by the rest of the tribe at a ceremonial wake, their flesh becoming part of the tribe both literally and figuratively.

When wandering outside their marshy territories, most lizardfolk work in small groups of two to three. On rare occasions, one can be found traveling alone. Normally, though, lizardfolk feel the need to have at least one other lizardfolk with them to remind them at all times of who they are. Otherwise, they fear that they might be seduced by the civilized ways of the outside world and never return home.

Language and Literacy: Lizardfolk speak Draconic. The more intelligent ones sometimes pick up Common, the better to frighten potential prey. More rarely, they learn languages like Dwarven, Elven, Goblin, Orc, or the language of neighboring home regions, depending on where they live.

All lizardfolk are illiterate, except for those who have a player character class other than barbarian.

Deities: Lizardfolk worship Semuanya. Their clerics don't have true shrines or sacred places, or hold regular services. Instead, they function as shamans, bringing the blessings of Semuanya to the god's people whenever they are called upon. The god of the lizardfolk is a source of great pride for these creatures. This deity works hand in hand with nature, which helps to explain the great number of lizardfolk druids about. Those who grow up worshiping Semuanya find it easy to make the leap to worshiping nature itself.

Relations: The only relation most lizardfolk have with other races is that of hunter to prey. The more civilized lizardfolk realize that the other races may have something to teach them, and they are willing to parley with them – at least as long as their bellies are full. Lizardfolk on empty stomachs are notoriously difficult to reason with.

Equipment: Lizardfolk use a limited number of weapons, preferring to stick to tools of war they can fashion by hand from readily available materials. They do have one weapon unique to their race, however: the barbed dart.

Animals And Pets: Lizardfolk don't raise animals or keep pets. To them, such creatures are for stealing, slaughtering, and eating. On rare occasions, lizardfolk druids use magic to enchant dinosaurs and ride the mighty beasts into battle.

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