Lizard Men (CSH)

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==Lizard men==
Lizard men are humanoid lizards with four-fingered hands, brownish-green skin, and thick, heavy tails. They vary from 5' to 7' tall.
Lizard men are short-tempered and emotional, but not overly bright. They are well known for their tempers, and lizard men seem to find most human and demihuman 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.
Lizard men can be clerics (maximum 7th level), fighters (maximum 12th level), mages (maximum 4th level), or thieves (maximum 11th level). They may not be multi-classed.
Lizard men have their own language, consisting of growling vowels and sharp consonants. Tonal qualities as well as simple sound convey meaning. The initial languages a lizard man character may speak include lizard man, common, hurwaeti, and any others the DM allows. As always, the number of languages actually known is determined by the lizard man character's Intelligence, or by the number of proficiency slots dedicated to languages (if the optional proficiency system is used).
Lizard men have infravision that allows them to see up to 60' in the dark.
Lizard men benefit from their own naturally strong hides that provide them with an armor class of 5. A lizard man gains no additional protection from armor, unless that armor raises the armor class to a level better than 5. Thus, a lizard man gains no benefit from normal leather armor but does gain a benefit from wearing plate mail. Lizard men gain benefits from magic that enhances armor class but benefit from magical armor only 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.
Lizard men naturally 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").
When traveling on land, lizard men are more clumsy and awkward than most demihumans. Thus, their base movement rate is 6 rather than 12. However, if unarmored or lightly armored, a lizard man can swim at a movement rate of 12 by using its powerful tail.
Although lizard men are physically quite different from humans, overall they have very similar physical and mental capabilities. Thus, lizard man PCs do not modify their ability scores due to their race.