Neutral Man-sized Humanoid (aquatic, reptile) (~7 ft. tall)
FREQUENCY: Rare
NO. APPEARING: 10-40
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 5 (AC 4 with shield)
MOVE: 6" — swim 12"
HIT DICE: 2 + 1 (hp 10)
% IN LAIR: 30%
TREASURE TYPE: D
ATTACK AC 0: 16
MELEE: 2 claws (1d2/1d2) and bite (1d8) or by weapon
SPECIAL ATTACKS: none; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to Average (5-10)
MORALE: +11%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Lizard man
LEVEL: II (XP 68 or 35 + 3 per hp or XP 83 or 50 + 3 per hp)
Lizard men are semi-aquatic, breathing air but often (35%) dwelling totally underwater and having caves which are not water filled in which they lair. They are typically found in swamps, marshes, and similar places.
They band together in rough tribal form. They are omnivorous, but lizard men are likely to prefer human flesh to other foods. In this regard they have been known to ambush humans, gather up the corpses and survivors as captives, and take the lot back to their lair for a rude and horrid feast.
About 1 tribe in 10 has evolved to a higher state. These lizard men will dwell in crude huts, use shields (thus armor class 4) and hurl barbed darts (3" range, 1-4 points damage) or javelins (1-6 hit points damage) before closing with enemies.
In combat these advanced lizard men employ clubs (treat as morning stars).
They speak their own language.
Environment. Temperate/sub-tropical, uninhabited/wilderness areas (marsh*); Temperate/sub-tropical, inhabited and/or patrolled areas (marsh); Underwater, fresh (shallow, deep); Waterborne, fresh (small, large); *5% of such encounters will include a lizard man chief.
Chaotic Evil Large Humanoid (aquatic, reptile) (~8 ft. tall)
FREQUENCY: Very Rare
NO. APPEARING: 1 (VI. 1)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 3
MOVE: 15" — swim 12"
HIT DICE: 8 (hp 36)
% IN LAIR: 20%
TREASURE TYPE: E
ATTACK AC 0: 12
MELEE: 2 claws (1d2/1d2) and bite (1d8) or trident (5d4) plus skewer
SPECIAL ATTACKS: skewer; Hits As: +2
SPECIAL DEFENSES: none
MAGIC RESISTANCE: 75%
INTELLIGENCE: Average (8-10)
MORALE: +40%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Lizard man
LEVEL: VI (XP 925 + 10 per hp)
The lizard king is a variety of the lizard man (see ADVANCED DUNGEONS & DRAGONS MONSTER MANUAL) - taller, more intelligent and more human-like than a normal lizard man. It dwells in damp areas, usually near an underground river or lake.
It will have 10-100 lizard men followers/guards from which it demands two human sacrifices each week. These followers will always make every effort to meet the demands of their master since the king, if it lacks human sacrifices to eat, will substitute two of its followers for each human not available.
The trident of the lizard king is a fearsome weapon which can inflict 5-20 hit points of damage on a victim.
If the 'to hit' die roll is 5 or more greater than the score needed to hit, the trident will skewer the victim, doing double normal damage and a minimum of 15 hit points.
However, the trident's special properties only function when used by lizard kings; sages have pondered this singular weapon behavior for many years but have so far come to no conclusions—certainly the trident behaves, in the hands of a human, just like a normal trident.
With the exceptions noted, the lizard king has all the characteristics of the normal lizard man.