These humanoid reptiles dwell at the border of land and water—swamps, rivers, along the coast—where they can keep their scales damp and hunt for fish and amphibian prey. Though most are semi-intelligent at best, some are fully as intelligent as any human. Whether these are a new breed or an atavistic strain is unknown. While these ‘smart’ lizardmen tend to gather into tribes of their own ilk, some prefer to go forth on land to travel among civilized folk.
The prime requisites for a lizard man are Strength and Constitution. A lizard man character whose Strength or Constitution score is 13 or higher will receive a 5% bonus on earned experience. Lizard men whose Strength and Constitution scores are 13 or higher will receive a 10% bonus to earned experience.
RESTRICTIONS: Lizard men use eight-sided dice (d8) to determine their hit points. They may advance to a maximum of 8th level of experience. Lizard men may wield any melee or thrown weapon, but they have no training in projectile weapons like bows and crossbows. Their scaly hides grant them a base AC of 5, but they may not wear armor or use shields. Due to their aquatic nature, they must immerse themselves in water for at least one hour per day. Failure to do so results in 1d6 damage per day. They also suffer 1d6 damage each day they spend in cold or dry environments such as snowfields or deserts. Lizard men must have a minimum score of 9 in Strength and Constitution.
SPECIAL ABILITIES: Lizard men may attack with their fangs or claws; such an attack inflicts 1d6 points of damage on a successful attack. They are difficult to spot in verdant environments, blending in seamlessly with forest foliage, swamp growth and seaweed. They have only a 1 in 6 chance of being detected in this kind of cover. They can also hold their breath underwater for 1 turn/level. All lizard men speak Common, Lizard Man and the alignment language or dialect of the character.
SAVING THROWS: As dwarves.
ATTACK PROGRESSION: As fighters.
ADVANCEMENT: As per the fighter advancement table.