Lizard Man

  • lizardmanArmor Class: 15
  • Hit Dice:  2d6 +1 about 8
  • Hit Bonus: +2
  • Damage: 1d6 short sword
  • Movement: 60 feet (x2 swim)
  • Morale Save: +20
  • Experience: 25
  • Number Attacks: 1
  • Number Appearing: 2d8
  • Alignment: Neutral
  • Habitat: Any
  • Negotiation: Yes
  • Loot: Lair: 1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d8×1,000 ep (15%), 1d6×1,000 gp (50%), 1d10 gems (30%), 1d6 jewelry (25%), 2 magic items or 1 potion (15%)

These water-dwelling creatures look like men with lizard heads and tails. They live in tribes. They will try to capture humans and demi-humans and take the victims back to the tribal lair as the main course of a feast. Lizard men are semi-intelligent and use spears and large clubs (treat the clubs as maces), gaining a bonus of +1 on damage rolls due to their great strength. Lizard men are often found in swamps, rivers, and along sea coasts as well as in dungeons.

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