Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Action
Heavy Club
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Action
Javelin
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Action
Multiattack
The lizardfolk makes two melee attacks, each one with a different weapon.
Action
Spiked Shield
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Special
Hold Breath
The lizardfolk can hold its breath for 15 minutes.

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Hold Breath
The creature can hold its breath for a number of minutes equal to its Constitution score times 10 before it risks drowning.

Actions/Abilities/Traits:
(Pathfinder 2e) (Lizardfolk Defender)
Actions/Abilities/Traits: (Pathfinder 2e) (Lizardfolk Defender)
Ability
Attack of Opportunity
Ability
Deep Breath
A lizardfolk defender can hold their breath for 175 rounds (17-1/2 minutes).
Ability
Shield Block
Ability
Terrain Advantage
Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are flat-footed to the lizardfolk defender.
Offense
Melee
Circumstance: combat round (melee)
flail +8 [+3/-2] (disarm, sweep, trip), Damage 1d6+3 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
javelin +7 [+2/-3] (thrown 30 feet), Damage 1d6+3 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Lizardfolk
These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.
Item
BT 6)
flail
HP 12
javelin (3)
wooden shield (Hardness 3
Language
Draconic
Iruxi

Actions/Abilities/Traits:
(Pathfinder 2e) (Lizardfolk Scout)
Actions/Abilities/Traits: (Pathfinder 2e) (Lizardfolk Scout)
Ability
Deep Breath
A lizardfolk scout can hold their breath for 150 rounds (15 minutes).
Ability
Giant Centipede Venom
(poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage and flat-footed (1 round); Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)
Ability
Hidden Movement
If the lizardfolk scout starts its turn undetected by a creature or hidden from it, that creature is flat-footed against the scout's attacks until the end of the scout's turn.
Ability
Sneak Attack
The lizardfolk scout deals an extra 1d6 precision damage to flat-footed creatures.
Ability
Terrain Advantage
Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are flat-footed to the lizardfolk scout.
Offense
Melee
Circumstance: combat round (melee)
jaws +7 [+2/-3], Damage 1d6+2 piercing
Offense
Ranged
Circumstance: combat round (ranged)
blowgun +8 [+4/+0] (agile, nonlethal, range increment 20 feet, reload 1), Effect: 1 piercing plus giant centipede venom
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Lizardfolk
These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.
Item
1 of which is coated with giant centipede venom)
blowgun (10 darts
Language
Common
Draconic
Iruxi

Actions/Abilities/Traits:
(Pathfinder 2e) (Lizardfolk Stargazer)
Actions/Abilities/Traits: (Pathfinder 2e) (Lizardfolk Stargazer)
Ability
Deep Breath
A lizardfolk stargazer can hold their breath for 200 rounds (20 minutes).
Ability
Primal Prepared Spells
DC 20, attack +10; 1st charm, heal, magic fang, shillelagh, summon animal; Cantrips (1st) guidance, know direction, produce flame, stabilize
Offense
Melee
Circumstance: combat round (melee)
staff +8 [+3/-2] (two-hand d8), Damage 1d6+2 bludgeoning
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Lizardfolk
These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.
Item
staff
Language
Draconic
Iruxi

Actions/Abilities/Traits:
(Pathfinder 2e) (Lizardfolk Warrior)
Actions/Abilities/Traits: (Pathfinder 2e) (Lizardfolk Warrior)
Ability
Ability
Variant lizardfolk
Ability
Attack of Opportunity
Ability
Deep Breath
A lizardfolk warrior can hold their breath for 180 rounds (18 minutes).
Ability
Sudden Charge
With a quick sprint, the lizardfolk warrior dashes up to their foe and swings. They Stride or Swim twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy.
Ability
Terrain Advantage
Non-lizardfolk creatures in difficult terrain and non-lizardfolk creatures that are in water and lack a swim Speed are flat-footed to the lizardfolk warrior.
Offense
Melee
Circumstance: combat round (melee)
longspear +10 [+5/+0] (reach), Damage 1d8+6 piercing
Offense
Ranged
Circumstance: combat round (ranged)
javelin +8 [+3/-2] (thrown 30 feet), Damage 1d6+4 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Lizardfolk
These reptilian humanoids, also known as iruxi, are extremely adaptable and patient.
Item
javelins (10)
leather armor
longspear
Language
Draconic
Iruxi