The Peering Eye

Lizardfolk (Dark Swamp Nomad)

The Dark Swamp covers thousands of square miles of the Stormwatch sub-continent. The most numerous humanoid inhaitants of this swamp are the lizardfolk and the most common lizardfolk encountered by other races are the dark swamp nomads. They have little government and are organised into loosely affiliated clans and tribes.
A dark swamp nomad is usually 6 to 7 feet tall with green, gray, or brown scales. Its large almost prehensile tail is used for balance, jumping and swimming and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds. Lizardfolk speak Draconic.

Tactics
Dark swamp nomads fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where their ability to hold their breath and their tails give them an advantage.
If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.


4th Edition D&D
Level 2 Brute

3rd Edition D&D
Challenge Rating 1

Lizardfolk (Steel Clan)

Medium Humanoid (Reptilian)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armour Class: 22 (+7 natural, +4 chain shirt, +2 heavy steel shield, -1 Dex), touch 9, flat-footed 22
Base Attack/Grapple: +1/+2
Attack: Longsword +2 melee (1d8+1) or javelin +1 ranged (1d6+1)
Full Attack: Longsword +2 melee (1d8+1) or javelin +1 ranged (1d6+1)
Special Attacks: —
Special Qualities: Hold breath
Space/Reach: 5 ft./5 ft.
Saves: Fort +1, Ref +3, Will -1
Abilities: Str 13, Dex 9, Con 13, Int 12, Wis 11, Cha 8
Skills: Balance +4, Jump +3, Swim +4, Craft Arms or Armour +8
Feats: Endurance
Environment: Temperate marshes
Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 1
Treasure: 50% coins; 50% goods; x2 items.
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

A Steel Clan lizardfolk is usually 6 to 7 feet tall with steel gray scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.
Lizardfolk speak Draconic.

COMBAT
Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.
Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
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 –4 armour check penalty (–4 on Swim checks) for carrying a heavy shield and a chain shirt.

STEEL CLAN LIZARDFOLK AS CHARACTERS
Lizardfolk characters possess the following racial traits.
— +2 Strength, +2 Constitution, +2 Intelligence, -2 Dexterity, -2 Charisma
—Medium size.
—A lizardfolk’s base land speed is 30 feet.
—Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
—Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks. Steel Clan Lizardfolk have a +2 racial bonus on craft checks involving metal.
—Racial Feats: A lizardfolk’s humanoid levels give it one feat.
—Weapon and Armour Proficiency: A steel clan lizardfolk is automatically proficient with martial weapons, light armour and shields.
— +7 natural armour bonus.
—Natural Weapons: None.
—Special Qualities (see above): Hold breath.
—Automatic Languages: Common, Draconic. Bonus Languages: Torlandish, Aquan, Terran, Gnoll, Orc.
—Favoured Class: Ranger.
—Level adjustment +1.

Lizardfolk (Steel Captain)

Medium Humanoid (Reptilian), Ranger 5
Hit Dice: 2d8+6 and 5d8+15 (52 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armour Class: 24 (+7 natural, +5 chain shirt +1, +3 heavy steel shield +1, -1 Dex), touch 9, flat-footed 22
Base Attack/Grapple: +6/+10
Attack: Longsword +1 +11 melee (1d8+5) or shortsword +1 +11 melee or mw javelin +6 ranged (1d6+1)
Full Attack: Longsword +1 +9/+4 melee (1d8+5) plus shortsword +1 +9/+4 melee (1d6+3) or javelin +1 ranged (1d6+4)
Special Attacks: Spells (Entangle), Favoured Enemy: Humans +2
Special Qualities: Hold breath, Wild Empathy
Space/Reach: 5 ft./5 ft.
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 18, Dex 8, Con 16, Int 12, Wis 13, Cha 10
Skills: Balance +3, Jump +8, Swim +8, Craft Arms or Armour +15, Survival +11, Spot +11, Listen +11
Feats: Die Hard, Endurance, Improved Two Weapon Fighting, Craft Arms and Armour, Track, Animal Companion
Environment: Temperate marshes
Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 6
Treasure: Standard. Masterwork Smith’s Tools
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1


CROCODILE ANIMAL COMPANION
Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armour Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)
Full Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +7*, Listen +4, Spot +4, Swim +12
Feats: Alertness, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 2
Advancement: 4–5 HD (Medium)
Level Adjustment: —
Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.
Combat
Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Lizardfolk (Bloodscale)

Large Humanoid (Reptilian)
Hit Dice: 6d8+18 (45 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armour Class: 15 (+7 natural -1 size, -1 Dex), touch 8, flat-footed 15
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d6+6) or longspear +9 melee (2d6+9) or longspear +2 ranged (2d6+6)
Full Attack: 2 claws +9 melee (1d6+6) and bite +7 melee (1d6+3); or longspear +9 melee (2d6+9) and bite +7 melee (1d6+3); or longspear +2 ranged (2d6+6)
Special Attacks: —
Special Qualities: Hold breath
Space/Reach: 5 ft./5 ft.
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 22, Dex 8, Con 17, Int 9, Wis 10, Cha 10
Skills: Balance +3, Jump +13, Swim +6
Feats: Multiattack, Power Attack
Environment: Temperate marshes
Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 3
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +6

A Blood Scale lizardfolk is usually 9 to 12 feet tall with blood red scales. Its tail is used for balance and is 5 to 6 feet long. A Blood scale lizardfolk can weigh from 350 to 800 pounds.
Blood Scale Lizardfolk speak Draconic.

COMBAT
Blood Scale Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.
Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
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 –2 armour check penalty (–4 on Swim checks) for carrying a heavy shield.

BLOOD SCALE LIZARDFOLK AS CHARACTERS
Blood Scale Lizardfolk characters possess the following racial traits.
— +12 Strength, +6 Constitution, –2 Intelligence, –2 Dexterity.
—Large size.
—A Blood Scale Lizardfolk’s base land speed is 30 feet.
—Racial Hit Dice: A Blood Scale Lizardfolk begins with two levels of humanoid, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +2, Ref +5, and Will +2.
—Racial Skills: A Blood Scale Lizardfolk’s humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Blood Scale Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
—Racial Feats: A Blood Scale Lizardfolk’s humanoid levels give it three feats.
—Weapon and Armour Proficiency: A Blood Scale Lizardfolk is automatically proficient with simple weapons and shields.
— +7 natural armour bonus.
—Natural Weapons: 2 claws (1d6) and bite (1d6).
—Special Qualities (see above): Hold breath.
—Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
—Favoured Class: Druid.
—Level adjustment +1.

Lizardfolk (Redscale Rager)

Large Humanoid (Reptilian) Barbarian 4
Hit Dice: 6d8+30 plus 4d12+20 (103 hp) (123hp while raging)
Initiative: +0
Speed: 40 ft. (6 squares)
Armour Class: 20 (+7 natural -1 size, +4 mw chain shirt,) touch 9, flat-footed 20 (18 while raging)
Base Attack/Grapple: +8/+21
Attack: Claw +16 melee (1d6+9) or +1 Greataxe +17 melee (3d6+14) or Longspear +7 ranged (2d6+9)
Full Attack: 2 claws +16/+11 melee (1d6+9) and bite +14/+9 melee (1d6+4); or +1 Greataxe +17/+12 melee (3d6+14) and bite +14/+9 melee (1d6+9); or Longspear +7 ranged (2d6+9)
Special Attacks: Rage +1 Greataxe +19/+14 melee (3d6+17) and bite +16/+11 melee (1d6+6)
Power Attack(4) +1 Greataxe +15/+10 melee (3d6+25) and bite +12/+7 melee (1d6+14)
Rage plus Power Attack(8) +1 Greataxe +11/+6 melee (3d6+33) and bite +8/+3 melee (1d6+22)
Special Qualities: Hold breath
Space/Reach: 5 ft./5 ft.
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 28, Dex 10, Con 20, Int 12, Wis 8, Cha 10
Skills: Balance +3, Jump +29, Swim +16
Feats: Multiattack, Power Attack, Cleave, Great Cleave
Environment: Temperate marshes
Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 7
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +6

Lizardfolk (Greenscale Hunter)

The Greenscale Hunter is very common in The Dark Swamp of Stormwatch. They are the footsoldiers of The Wild Marsh Druid, and as such are encountered frequently by Heroes adventuring around woodhaven.

4th Edition D&D
Level 4 Skirmisher

The 4th Edition Dungeons and Dragons Greenscale Hunter is reproduced here:
Greenscale Stat Block

Sahuagin Shaman

Medium humanoid (sahuagin), lawful evil

Armor Class 14 (Mage Armor)

Hit Points 27 (6d8)

Speed 30 ft., swim 40 ft.

STR 13 (+1), DEX 12 (+1), CON 11 (+0), INT 14 (+2), WIS 12 (+1), CHA 13 (+1)

Skills Arcana +4, Perception +6

Senses Darkvision 120 ft., Passive Perception 15

Languages Draconic, Sahuagin

Challenge 2 (450 XP)

Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Limited Amphibiousness. The sahuagin can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy. The sahuagin can magically command any shark within 120 feet of her, using a limited telepathy.

Spellcasting. The sahuagin is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): chill touch, shocking grasp

1st level (4 slots):mage armor, magic missile, shield, sleep

2nd level (3 slots): hold person, misty step

3rd level (3 slots): tidal wave, dispel magic

Actions

Multiattack. The sahuagin makes two melee spell attacks: with an underpowered cantrip in each claw.

Shock Claw. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) lightning damage and the target cannot take reactions until the start of the shaman's next turn.

Chill Claw. Melee Spell Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) necrotic damage and the target cannot regain hit points until the start of the shaman's next turn.

Reactions

Shield. Spell: +5 to AC against the triggering attack and all subsequent attacks until the start of the Shaman's next turn.