Lizard Man - Pathfinder RPG

Inspired by the lizard man from classic Advanced Dungeons & Dragons 2nd Edition Spelljammer campaign setting.

Source: adapted by Charles W. Plemons III

Lizard Man


Lizard men origionally came from a swampy region on an unknown planet. They likely came to space as prisoners, but they have now spread across the Known Spheres.

Physical Description: Lizard men are humanoid lizards with four-fingered hands, brownish-green skin, and thick, heavy tails.

Society: Lizard men are savage, semi-aquatic, reptilian humanoids that live through scavenging, raiding, and, in less hostile areas, by fishing and gathering. Lizard man garb is limited to strings of bones and other barbaric ornament.

Relations: Lizard men are well-known for their tempers, and lizard men seem to find most humans and demi-human species particularly frustrating. Dealing with a lizard man is a constant process of moving fast enough to keep the lizard man from getting bored without going so fast the lizard man cannot keep up.

Alignment and Religion: Lizard men tend toward neutral alignments and deities of nature or water.

Adventurers: Lizard men tend to become barbarians, fighters, rogues, clerics, and on some occasions sorcerers.

Male Names: Esspech, Gathan, Griss'tok, K’zzal, Panga, Saebeohrt Rippling Death, Silark, Sileeshen, Skessak

Female Names: Ketsarra , K’ss’la, S'ruurr

Lizard Man Racial Traits


+4 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma: Lizard men are incredibly hardy but also short-tempered, emotional, and none-too-bright.

Medium: Lizard men are Medium creatures and receive no bonuses or penalties due to their size.

Reptilian: Lizard men are humanoids with the reptilian subtype.

Slow and Steady: Lizard men have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Lizard men can see in the dark up to 60 feet.

Natural Armor (Ex): Lizard men gain a +1 natural armor bonus to their Armor Class.

Slapping Tail (Ex): Lizard men have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the user's Strength modifier.

Swim (Ex): Lizard men have a swim speed of 30 feet and gain a +8 racial bonus on Swim checks.

Languages: Lizard men begin play speaking Common and Lizard Man. Lizard men with high Intelligence scores can choose from the following: Aquan, Draconic, Elven, Giant, Goblin, Hurwaeti, and Sylvan.


Age, Height, and Weight Charts


Table: Racial Age and Aging

Race Adulthood Intuitive1 Self-Taught2 Trained3
Lizard Man10+2d6+2d8+3d8

1 This category includes barbarians, oracles, rogues, and sorcerers.

2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.

3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Table: Racial Aging Effects

Race Middle Age1 Old2 Venerable3 Maximum Age
Lizard Man175233350350 + 2d10 years

1 At middle age, -1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.

2 At old age, -2 to Str, Dex, and Con and +1 to Int, Wis, and Cha.

3 At venerable age, -3 to Str, Dex, and Con and +1 to Int, Wis, and Cha.

Table: Random Height & Weight

Race Base Height Base Weight Modifier Weight Modifier
Lizard Man, female5 ft.140 lbs.2d12x2 lbs.
Lizard Man, male5 ft.150 lbs.2d12x2 lbs.