Lizardfolk are primitive reptilian humanoids typically standing from six to seven feet (1.8 to 2.1m) tall. Their scales are normally dull, earthy colors such as green, brown, or gray. They have a tail for balance, which measures three to four feet (0.9 to 1.2m) long. Typical weight is between 200 and 250 pounds (90 and 113 kg). There are several species of lizardfolk however, and these can range from three-foot (0.9m) tall pygmies, to nine-foot (2.7m) tall giants.
Lizardfolk society is primarily patriarchal, with the strongest member normally in charge. Shamans are typically counselors, and normally do not lead tribes. Wherever they make their home, survival is the main priority for any lizardfolk. Lizardfolk mostly worship the deity Semuanya, whose main agenda is the reproduction and survival of the species. They prefer to live in wetlands, such as the Mere of Dead Men.
NWN2 includes following variations of LIzardfolk:
Traits[]
Lizardfolk[]
Ordinary tribesman, not a warrior, but will fight if needed.
- Humanoid 2
- True neutral
- Abilities: STR 13, DEX 10, CON 13, INT 9, WIS 10, CHA 10
- Hit Points: 11
- Saves: Fortitide 1, Reflex 3, Will 0
- AC: 17
- AB: +2
- Damage: 1d6+1 bludgeoning, critical 20/x2 (club)
- Unarmed damage:
- 1d4+1 slashing/piercing, critical 20/x2 (claw)
- 1d4+1 slashing/piercing, critical 20/x2 (claw)
- Skills: Listen 2, Search 2, Spot 2
- Feats: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Shield Proficiency, Weapon Proficience (creature), Weapon Proficiency (simple), Weapon Proficiency (martial)
- CR 1
Lizardfolk Warrior[]
A regular warrior of the tribe.
- Humanoid 2
- True neutral
- Abilities: STR 13, DEX 10, CON 13, INT 9, WIS 10, CHA 10
- Hit Points: 10
- Saves: Fortitide 4, Reflex 0, Will 0
- AC: 17
- AB: +2
- Damage: 1d6+1 bludgeoning, critical 20/x2 (mace)
- Skills: Hide 2, Parry 1
- Feats: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Shield Proficiency, Weapon Proficiency (simple), Weapon Proficiency (martial)
- CR 1
Notes[]
- Contrary to his name, the warrior is not really better at fighting than regular lizardman and outright worse if unarmed.
Lizardfolk Shaman[]
Wisest of of their kind, shamans advise their chieftains in all matters.
- Cleric 2
- True neutral
- Abilities: STR 13, DEX 10, CON 13, INT 9, WIS 13, CHA 10
- Hit Points: 10
- Saves: Fortitide 4, Reflex 0, Will 4
- AC: 18
- AB: +2
- Damage:
- 1d4+1 slashing/piercing, critical 20/x2 (claw)
- 1d4+1 slashing/piercing, critical 20/x2 (claw)
- Skills: Concentration 5, Heal 4
- Feats: Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Shield Proficiency, Weapon Proficience (creature), Weapon Proficiency (simple), Power Attack, Turn Undead, Divine Resistance
- Domains of Fury and Strength
- Prepared spells: Cure Minor Wounds, Resistance, Bless, Cure Light Wounds, Shield of Faith
- CR 2
Lizardfolk Chieftain[]
Only the strongest warrior of the tribe can become it's chieftain.
- Barbarian 3
- True neutral
- Abilities: STR 13, DEX 10, CON 13, INT 9, WIS 10, CHA 10
- Hit Points: 21
- Saves: Fortitide 4, Reflex 1, Will 1
- AC: 20
- AB: +4
- Damage: 1d8+1 slashing, critical 20/x3 (battleaxe)
- Skills: Listen 6, Parry 6, Spot 3, Taunt 6
- Feats: Armor Proficiency (light), Armor Proficiency (medium), Shield Proficiency, Weapon Proficiency (simple), Weapon Proficiency (martial), Rage, Fast Movement, Uncanny Dodge, Trap Sense +1, Extend Rage, Extra Rage
- CR 3
Lizardfolk Warrior (special)[]
During the original campaign the Knight-Captain can ally with Lizardfolk to receive their help against the King of Shadows. Those battle shamans (called just "lizardman warriors" in game) are the true elite of the swamp people.
- Fighter 4/Druid 5
- Chaotic Evil
- Abilities: STR 14, DEX 14, CON 14, INT 10, WIS 10, CHA 10
- Hit Points: 68
- Saves: Fortitide 10, Reflex 4, Will 5
- AC: 18
- AB: +11/+6
- Damage: 1d8+5 piercing, critical 20/x3 (spear +2)
- Skills: Concentration 4, Heal 4, Parry 4, Diplomacy 4
- Feats: Armor Proficiency (light), Armor Proficiency (medium), Shield Proficiency, Weapon Proficiency (simple), Weapon Proficiency (martial), Weapon Proficiency (druid), Power Attack, Cleave, Nature Sense, Animal Companion (badger)
- Can cast flollowing SLAs at caster level 5 once per day: Bull's Strength, Cure Light Wounds, Cure Moderate Wounds, Barkskin, Flame Weapon, Call Lightning
- CR 5,34
Notes[]
- Alignment makes no sense and seems to a mistake.
- It is unknown why warrior-druids receive SLAs instead of just having those spells memorized.