The Complete Book of Humanoids
Lizard Man
At a glance
Ability adjustmentsnone
Infravisionnone
Movement6
Languageslizard man, common
Requirements
Ability rangeSTR 8-18, DEX 3-18, CON 6-18, INT 3-17, WIS 3-18, CHA 3-16
Abilities
Class access
ClassesFighter, Thief, Shaman (Humanoid)
MulticlassFighter/Shaman (Humanoid), Fighter/Thief
Level limitsNot yet available in this app — the limits table is in the Dungeon Master's Guide. Ask your DM.
Kits
FighterAmazon, Barbarian, Beast-Rider, Berserker, Cavalier, Gladiator, Myrmidon, Noble Warrior, Peasant Hero, Pirate/Outlaw, Samurai, Savage, Swashbuckler, Wilderness Warrior, Tribal Defender, Pit Fighter, Sellsword
ThiefAcrobat, Adventurer, Assassin, Bandit, Beggar, Bounty Hunter, Buccaneer, Burglar, Cutpurse, Fence, Investigator, Scout, Smuggler, Spy, Swashbuckler, Swindler, Thug, Troubleshooter, Scavenger, Tramp, Shadow
Shaman (Humanoid)Shaman
Notes
- Swims at 12 with no penalty to movement or attacks in water, and gains swimming as a bonus .
- Holds its breath for equal to two-thirds of its , rounded up.
- Moves at 6 on land, slow and clumsy ashore.
- Must wet the whole body once a day — a full waterskin serves. Otherwise it loses 3 a day, and Constitution 0 is death.
- Battle distraction: if food or treasure appears mid-battle, a check or the lizard man away to feast or loot for at least a , retrying each round.
- A warrior starts with two weapon ; other start with one.