Lizard Man (Race)

==Standard (The Complete Book of Humanoids)==
Can exceed the level limits for the allowable classes if they have high prime requisite scores (DMG Table 8).
Special Advantages:
* Swim speed of 12.
** They have no movement or attack penalties when in water, and receive swimming as a bonus proficiency.
* Lizard men can remain under water for long periods of time before they need to draw air. In game terms, a lizard man can hold his breath up to 2/3 his Constitution score in rounds (rounded up).
Special Disadvantages: 
* Movement speed on land: 6.
* Lizard men must wet their entire bodies once a day. If they are unable to find adequate amounts of moisture (a full waterskin is enough), they begin to lose Constitution at a rate of 3 points per day. If their Constitution falls to zero, they die from dehydration.
* If food (which could include a fallen friend or foe) or treasure appear during a battle, a lizard man must make a successful Wisdom check to keep his mind on the battle. Failure means he turns away from the fight to feast or gather spoils. This distraction lasts at least one round. Every additional round, the lizard man can attempt to break away from the distraction by making another Wisdom check.
* Lizard man warriors start with two weapon proficiencies. Other classes start with one.
** Lizard men with a SPELLJAMMER® origin cannot be multi-classed; however, these start with the normal number of proficiencies and access to more advanced weaponry and armor (armor costs are double standard prices).
 Racial Adjustment for Thieves
PP 	OL 	F/RT	MS 	HS 	DN 	CW 	RL
-5%	-5%	– 	+5%	+5%	+5%	-5%	-5%
===Special Weapons===
 Weapons
Item 	Cost(gp)	Wgt(lbs)	Size	Type	SpeedFactor	Damage	Damage
Item 	Cost(gp)	Wgt(lbs)	Size	Type	SpeedFactor	S-M 	L
Club, great 	8 	12 	M 	B 	7 	2d4 	1d6+1
Dart, barbed	* 	5 	S 	P 	3 	1d4 	1d4
Club, great: This may be a long cudgel lovingly carved from a finely-worked length of oak, or a crudely fashioned bludgeon. Its effects are identical to those of a morning star, though it may be blunt or spiked. Races using these include bugbears, centaurs, and advanced lizard men.
Dart, lizard man: This is a crude, heavy throwing dart that is both fletched and barbed. Measuring two to three feet long, it is used by advanced lizard men. It has a range of 30 yards, and is invariably hurled just before a charge.
==Spelljammer (Complete Spacefarer's Handbook)==
Can exceed the level limits for the allowable classes if they have high prime requisite scores (DMG Table 8).
Special Advantages:
* Swim Speed of 12
* 60' Infravision
* Can inflict 1-2 points of damage with each of their clawed hands and 1-6 points of damage with their large tails.
* Lizard men also carry weapons, but when they attack with both a weapon and a tail it is considered an attack using two weapons, and all effects of such an attack are applied (Player's Handbook, Chapter 9, "Attacking with Two Weapons").
Special Disadvantages:
* May not be multi-classed
* Movement Speed 6 on land
* While natural AC is 5 from their hide. Gain no benefit from AC unless it is better than natural AC.
** Lizard men gain benefits from magic that enhances armor class.
** Lizard men gain benefits from magical armor if that armor raises the armor class above 5.
** A shield can be used by a lizard man who is not wearing armor; such a shield gives the lizard man an armor class of 4. 
* Lizard man armor costs double that of normal human armor, due to the difficulty of fitting the widely variable lizard man physique.
 Racial Adjustment for Thieves
PP 	OL 	F/RT	MS 	HS 	DN 	CW 	RL
-5%	-5%	– 	+5%	+5%	+5%	-5%	-5%
==Bakali (Dragonlance Appendix)==
Special Advantages: TEXT
Special Disadvantages: TEXT