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==AD&D== For stats on the '''[[Cayma]]''', '''[[Gurrash]]''', '''[[Shazak]]''', '''[[Wallara]]''', '''[[Pterran]]''', '''[[Agrutha]]''', '''[[Crocodilian]]''', '''[[Varanid]]''', '''[[Geckonid]]''', '''[[Tokay]]''' and '''[[Iguanid]]''', see their respective pages. ;Common Lizardfolk <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Ability Score Minimum/Maximum: Strength 8/18, Dexterity 3/18, Constitution 6/18, Intelligence 3/17, Wisdom 3/18, Charisma 3/16 ::Ability Score Adjustments: None ::Class & Level Restrrictions: [[Fighter]] 12, [[Shaman]] 7, [[Thief]] 9 ::Natural Armor Class: 5 ::Base Speed 6, Swim Speed 12 ::Lizardfolk do not suffer attack or movement penalties when fighting in water. ::Lizardfolk gain Swimming as a bonus proficiency. ::Lizardfolk can hold their breath for a number of rounds equal to 2/3 of their Constitution score (rounding up). ::A lizardman must wet its entire body once per day, or start losing 3 points of Con per day until dampened or it dies. ::If food or treasure appears during a battle, a lizardfolk must succeed on a Wisdom check or immediately turn to grab the spoils; a distracted lizardfolk can make a new Wisdom check each round until it recovers. ::Common lizardfolk warriors start with two weapon proficiencies and other classes start with one weapon proficiency ::Weapon Proficiencies: Battle Axe (stone), Great Club (Morning Star), Barbed Dart, Javelin ::Nonweapon Proficiencies: Alertness, Danger Sense, Direction Sense, Fishing, Herbalism, Hiding, Hunting, Natural Fighting, Survival (Swamps) </div></div> ;Astromundi Lizardfolk <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Ability Score Minimum/Maximum: Strength 8/18, Dexterity 3/18, Constitution 6/18, Intelligence 3/17, Wisdom 3/18, Charisma 3/16 ::Ability Score Adjustments: None ::Racial Class & Level Limits: [[Cleric]] 7, [[Fighter]] 12, [[Mage] 4, [[Thief]] 11 ::Racial Thieving Skill Adjustments: -5% Pick Pockets, -5% Open Locks, +5% Move Silently, +5% Hide in Shadows, +5%, Detect Noise, -5% Climb Walls, -5% Read Languages ::Natural Armor Class: 5 ::Base Speed 6, Swim Speed 12 (if unarmored or lightly armored) ::Can attack with each clawed hand (1d2 damage) and with their tail (1d6 damage). ::Infravision 60 feet </div></div>
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