I worked up the stat blocks for the Poison Dusk Lizardfolk. I have stat blocks for Rogue 1, Rogue 1/Monk 2, two different versions of Rogue 3/Monk 2 (using slightly different point-buy allocations), and the BBEG Sepulchral Thief Rogue 3/Monk 2.
My PC's for this campaign are 28 point-buy; I made these guys using 26 point buy.
Now that I think about it, I really should give these guys longspears... they have Combat Reflexes, and they would threaten at range and up close... though that would prevent the use of claws as secondary natural attacks...
Sepulchral Thief Poison Dusk Lizardfolk Rogue 3/Monk 2Racial +2 Dex, +2 Con, –2 Cha
26 Point Buy:
Str 10 (2), Dex 16 (10), Con 10 (2), Int 12 (4), Wis 15 (8), Cha 8 (0)
Str 10, Dex 18, Con 12, Int 12, Wis 15, Cha 6
Poison Dusk Lizardfolk Invisible Fist Sepulchral Thief
Rogue 3/Monk 2
Small Undead (Augmented Humanoid, Reptilian)
Hit Dice: 5d12 (38 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 28 (+1 size, +6 Dex, +3 Wis, +8 natural), touch 20, flat-footed 22
Base Attack/Grapple: +3/–1
Attack: Negative energy touch +10 melee touch (1d8+5 / Will DC 11 half) or unarmed strike +10 melee (1d4) or
claw +10 melee (1d3) or short sword +10 melee (1d4/19-20) or shortbow +10 ranged (1d4/x3)
Full Attack: 2 claws +10 melee (1d3*) and bite +8 melee (1d3) or
+1 short sword +11 melee (1d4+1/19-20) and claw +8 melee (1d3*) and bite +8 melee (1d3) or
+1 short sword +11 melee (1d4+1/19-20) and negative energy touch +8 melee touch (1d8+5 / Will DC 11 half) or
unarmed strike +10 melee (1d4) and 2 claws +8 melee (1d3*) and bite +8 melee (1d3) or
shortbow +10 ranged (1d4/x3) and bite +8 melee (1d3)
*the first claw attack deals additional negative energy damage (1d8+5 / Will DC 11 half)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison Use, +3d6 Sneak Attack, flurry of blows, unarmed strike, draining touch, obscuring aura
Special Qualities: Chameleon skin, hold breath, low-light vision, trapfinding, evasion, trap sense +1, invisible fist, turn resistance +4, damage reduction 15/magic and either good or lawful, immune to cold, electricity, and mind-affecting attacks, reanimation, see in darkness, shadow jump 30 feet
Saves: Fort +4, Ref +12, Will +7
Abilities: Str 10, Dex 22, Con –, Int 14, Wis 16, Cha 8
Skills: Balance +25 [5], Climb +13 [5], Disable Device +7 [5], Hide +30 [7], Jump +11 [5], Listen +8 [5], Move Silently +20 [6], Open Lock +11 [5], Search +4 [2], Sleight of Hand +19 [5], Spot +8 [5], Swim +6 [2], Tumble +15 [7]; [intelligence raised from 12 to 14 after gaining 5th level]
Feats: Multiattack, Stunning Fist, Weapon Finesse, Combat Reflexes
Environment: Temperate marshes
Organization: Solitary, gang (2–3), band (5–8 plus 1 leader of 3rd–6th level), or tribe (20–40 plus 50% noncombatants plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 7
Treasure: 50% coins, 50% goods
Alignment: Lawful evil
Advancement: By character class
Level Adjustment: +1
A poison dusk lizardfolk is between 3 to 4 feet in height, weighing 42–52 pounds. Its tail is 2 to 3 feet long, and its scales shift color with its mood. The eyes of a poison dusk lizardfolk are larger than those of the other species, and males have a crest running down the back of the head that can lie flat or extend based on mood.
Poison dusk lizardfolk speak Draconic. A lizardfolk with an Intelligence score of 12 or greater will also speak Common.
COMBAT
Poison dusks are far more cunning than the other species of lizardfolk. They prefer to avoid physical combat altogether if possible; when striking against a human village, they will often try to poison the water or food supply instead of launching a direct assault. When they do fight, they favor ambushes and clever traps. Bolas and nets are considered to be martial weapons for poison dusks, and they often use these tools to handicap larger foes while archers strike with poisoned arrows.
Poison Use: Due to their long tradition of working with venoms, poison dusks are never at risk when applying poisons to weapons. Common poisons include black adder venom and blue whinnis.
Black Adder Venom: Injury Poison, Fort DC 11 negates (1d6 Con / 1d6 Con), 120 gp.
Blue Whinnis: Injury Poison, Fort DC 14 negates (1 Con / Unconsciousness for 1d3 hours), 120 gp.
Chameleon Skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks.
Hold Breath (Ex): A poison dusk lizardfolk can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
Invisible Fist (Su): As an immediate action, you can become invisible for 1 round. You must wait 3 rounds before you can use this ability again.
Draining Touch (Su): Any time the sepulchral thief deals damage with its touch attack, it gains a number of hit points equal to 1/4 the damage dealt (for this reason, the creature often attempts to begin combat with a sneak attack delivered with this method). If this raises its hit point total above its normal maximum, it gains the excess as temporary hit points that disappear after 1 hour. It can never have more temporary hit points than its total normal hit points.
Obscuring Aura (Su): Sepulchral thieves are shrouded in a mind- and senses-clouding aura of negative energy. Living creatures in a 30-foot radius must succeed on a DC 11 Will save or be affected by the aura. Creatures with fewer than one-half the sepulchral thief’s Hit Dice are blinded and deafened. For example, if the sepulchral thief has 9 HD, this applies to creatures of 4 HD or fewer. All other creatures take a –2 penalty on Listen, Search, and Spot checks. A creature that successfully saves cannot be affected again by the same thief’s aura for 24 hours.
Sneak Attack (Ex): The sepulchral thief deals 1d6 points of extra damage when flanking an opponent or at any time when a target would be denied its Dexterity bonus.
Damage Reduction (Su): A sepulchral thief’s undead body is powered by hatred and negative energies, giving the creature damage reduction 15/magic and either good or lawful (regardless of the thief’s actual alignment). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Reanimation (Su): The greed and malevolence that animate the sepulchral thief cannot be dispersed through mere physical destruction. When a sepulchral thief is destroyed, its life force immediately inhabits the single most valuable item it has on its possession (often but not always a weapon). Unless the item is destroyed or mystically cleansed, the sepulchral thief reappears 1d10 days after its apparent death. Casting dispel evil or hallow on the item destroys the thief’s essence if the caster makes a successful caster level check against a DC equal to 11 + the sepulchral thief’s HD. Destroying the item also destroys the inhabiting essence.
If the thief has two or more items of equal value as its “most valuable” possessions, it inhabits a weapon in favor of any other item; otherwise, choose randomly. So long as the sepulchral thief inhabits an item, that item radiates moderate necromancy and evil, in addition to its normal auras.
See in Darkness (Sp): Moreso even than other undead, the sepulchral thief is fully comfortable in the black of night. They can see perfectly in darkness—retaining the ability to distinguish color and texture—to a distance of 60 feet. This applies even to magical darkness.
Shadow Jump (Sp): A sepulchral thief gains the ability to travel between shadows as if by means of a dimension door spell, just as a shadow dancer can (DMG 195). The thief can jump a total of 30 feet each day in this manner. If the sepulchral thief has the shadow jump ability from some other source, such as levels in the shadow dancer prestige class, these total daily distances stack.
Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. Sepulchral thieves have a +8 racial bonus on Balance, Climb, Hide, Move Silently, and Sleight of Hand checks. Note, PHB p. 171 states, “With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works…”
Poison Dusk Lizardfolk Rogue 3/Monk 2Racial +2 Dex, +2 Con, –2 Cha
26 Point Buy:
Str 10 (2), Dex 16 (10), Con 10 (2), Int 12 (4), Wis 15 (8), Cha 8 (0)
Str 10, Dex 18, Con 12, Int 12, Wis 15, Cha 6
Poison Dusk Lizardfolk
Rogue 3/Monk 2
Small Humanoid (Reptilian)
Hit Dice: 3d6 + 2d8 + 5 (27 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 21 (+1 size, +4 Dex, +3 Wis, +3 natural), touch 18, flat-footed 17
Base Attack/Grapple: +3/–1
Attack: Unarmed strike +8 melee (1d4) or claw +8 melee (1d3) or short sword +8 melee (1d4/19-20) or shortbow +8 ranged (1d4/x3)
Full Attack: 2 claws +8 melee (1d3) and bite +6 melee (1d3) or
short sword +8 melee (1d4/19-20) and claw +6 melee (1d3) and bite +6 melee (1d3) or
unarmed strike +8 melee (1d4) and 2 claws +6 melee (1d3) and bite +6 melee (1d3) or
shortbow +8 ranged (1d4/x3) and bite +6 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison Use, +2d6 Sneak Attack, flurry of blows, unarmed strike
Special Qualities: Chameleon skin, hold breath, low-light vision, trapfinding, evasion, trap sense +1, invisible fist
Saves: Fort +5, Ref +10, Will +7
Abilities: Str 10, Dex 18, Con 12, Int 12, Wis 16, Cha 6
Skills: Balance +15 [5], Climb +5 [5], Disable Device +6 [5], Hide +20 [7], Jump +11 [5], Listen +8 [5], Move Silently +10 [6], Open Lock +9 [5], Search +3 [2], Sleight of Hand +9 [5], Spot +8 [5], Swim +6 [2], Tumble +13 [7]
Feats: Multiattack, Stunning Fist, Weapon Finesse, Combat Reflexes
Environment: Temperate marshes
Organization: Solitary, gang (2–3), band (5–8 plus 1 leader of 3rd–6th level), or tribe (20–40 plus 50% noncombatants plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 5
Treasure: 50% coins, 50% goods
Alignment: Lawful evil
Advancement: By character class
Level Adjustment: +1
A poison dusk lizardfolk is between 3 to 4 feet in height, weighing 42–52 pounds. Its tail is 2 to 3 feet long, and its scales shift color with its mood. The eyes of a poison dusk lizardfolk are larger than those of the other species, and males have a crest running down the back of the head that can lie flat or extend based on mood.
Poison dusk lizardfolk speak Draconic. A lizardfolk with an Intelligence score of 12 or greater will also speak Common.
COMBAT
Poison dusks are far more cunning than the other species of lizardfolk. They prefer to avoid physical combat altogether if possible; when striking against a human village, they will often try to poison the water or food supply instead of launching a direct assault. When they do fight, they favor ambushes and clever traps. Bolas and nets are considered to be martial weapons for poison dusks, and they often use these tools to handicap larger foes while archers strike with poisoned arrows.
Poison Use: Due to their long tradition of working with venoms, poison dusks are never at risk when applying poisons to weapons. Common poisons include black adder venom and blue whinnis.
Black Adder Venom: Injury Poison, Fort DC 11 negates (1d6 Con / 1d6 Con), 120 gp.
Blue Whinnis: Injury Poison, Fort DC 14 negates (1 Con / Unconsciousness for 1d3 hours), 120 gp.
Chameleon Skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks.
Hold Breath (Ex): A poison dusk lizardfolk can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
Invisible Fist (Su): As an immediate action, you can become invisible for 1 round. You must wait 3 rounds before you can use this ability again.
Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.
Racial +2 Dex, +2 Con, –2 Cha
26 Point Buy:
Str 10 (2), Dex 16 (10), Con 14 (6), Int 10 (2), Wis 14 (6), Cha 8 (0)
Str 10, Dex 18, Con 16, Int 10, Wis 14, Cha 6
Poison Dusk Lizardfolk
Rogue 3/Monk 2
Small Humanoid (Reptilian)
Hit Dice: 3d6 + 2d8 + 15 (37 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 size, +4 Dex, +2 Wis, +3 natural), touch 17, flat-footed 16
Base Attack/Grapple: +3/–1
Attack: Unarmed strike +8 melee (1d4) or claw +8 melee (1d3) or short sword +8 melee (1d4/19-20) or shortbow +8 ranged (1d4/x3)
Full Attack: 2 claws +8 melee (1d3) and bite +6 melee (1d3) or
short sword +8 melee (1d4/19-20) and claw +6 melee (1d3) and bite +6 melee (1d3) or
unarmed strike +8 melee (1d4) and 2 claws +6 melee (1d3) and bite +6 melee (1d3) or
shortbow +8 ranged (1d4/x3) and bite +6 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison Use, +2d6 Sneak Attack, flurry of blows, unarmed strike
Special Qualities: Chameleon skin, hold breath, low-light vision, trapfinding, evasion, trap sense +1, invisible fist
Saves: Fort +7, Ref +10, Will +6
Abilities: Str 10, Dex 19, Con 16, Int 10, Wis 14, Cha 6
Skills: Balance +15 [5], Climb +5 [5], Disable Device +5 [5], Hide +18 [5], Jump +11 [5], Listen +6 [4], Move Silently +9 [5], Open Lock +9 [5], Search +2 [2], Sleight of Hand +9 [5], Spot +6 [4], Swim +5 [1], Tumble +11 [5]
Feats: Multiattack, Stunning Fist, Weapon Finesse, Combat Reflexes
Environment: Temperate marshes
Organization: Solitary, gang (2–3), band (5–8 plus 1 leader of 3rd–6th level), or tribe (20–40 plus 50% noncombatants plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 5
Treasure: 50% coins, 50% goods
Alignment: Lawful evil
Advancement: By character class
Level Adjustment: +1
A poison dusk lizardfolk is between 3 to 4 feet in height, weighing 42–52 pounds. Its tail is 2 to 3 feet long, and its scales shift color with its mood. The eyes of a poison dusk lizardfolk are larger than those of the other species, and males have a crest running down the back of the head that can lie flat or extend based on mood.
Poison dusk lizardfolk speak Draconic. A lizardfolk with an Intelligence score of 12 or greater will also speak Common.
COMBAT
Poison dusks are far more cunning than the other species of lizardfolk. They prefer to avoid physical combat altogether if possible; when striking against a human village, they will often try to poison the water or food supply instead of launching a direct assault. When they do fight, they favor ambushes and clever traps. Bolas and nets are considered to be martial weapons for poison dusks, and they often use these tools to handicap larger foes while archers strike with poisoned arrows.
Poison Use: Due to their long tradition of working with venoms, poison dusks are never at risk when applying poisons to weapons. Common poisons include black adder venom and blue whinnis.
Black Adder Venom: Injury Poison, Fort DC 11 negates (1d6 Con / 1d6 Con), 120 gp.
Blue Whinnis: Injury Poison, Fort DC 14 negates (1 Con / Unconsciousness for 1d3 hours), 120 gp.
Chameleon Skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks.
Hold Breath (Ex): A poison dusk lizardfolk can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
Invisible Fist (Su): As an immediate action, you can become invisible for 1 round. You must wait 3 rounds before you can use this ability again.
Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.
Poison Dusk Lizardfolk Rogue 1/Monk 2Racial +2 Dex, +2 Con, –2 Cha
26 Point Buy:
Str 10 (2), Dex 16 (10), Con 14 (6), Int 10 (2), Wis 14 (6), Cha 8 (0)
Str 10, Dex 18, Con 16, Int 10, Wis 14, Cha 6
Poison Dusk Lizardfolk
Rogue 1/Monk 2
Small Humanoid (Reptilian)
Hit Dice: 1d6 + 2d8 + 9 (24 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 size, +4 Dex, +2 Wis, +3 natural), touch 17, flat-footed 16
Base Attack/Grapple: +1/–3
Attack: Unarmed strike +6 melee (1d4) or claw +6 melee (1d3) or short sword +6 melee (1d4/19-20) or shortbow +6 ranged (1d4/x3)
Full Attack: 2 claws +6 melee (1d3) and bite +4 melee (1d3) or
short sword +6 melee (1d4/19-20) and claw +4 melee (1d3) and bite +4 melee (1d3) or
unarmed strike +6 melee (1d4) and 2 claws +4 melee (1d3) and bite +4 melee (1d3) or
shortbow +6 ranged (1d4/x3) and bite +4 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison Use, +1d6 Sneak Attack, flurry of blows, unarmed strike
Special Qualities: Chameleon skin, hold breath, low-light vision, trapfinding, invisible fist
Saves: Fort +6, Ref +9, Will +5
Abilities: Str 10, Dex 18, Con 16, Int 10, Wis 14, Cha 6
Skills: Balance +15 [5], Hide +18 [5], Jump +11 [5], Listen +7 [5], Move Silently +10 [6], Search +2 [2], Spot +7 [5], Swim +6 [2], Tumble +11 [5]
Feats: Multiattack, Stunning Fist, Weapon Finesse, Combat Reflexes
Environment: Temperate marshes
Organization: Solitary, gang (2–3), band (5–8 plus 1 leader of 3rd–6th level), or tribe (20–40 plus 50% noncombatants plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 3
Treasure: 50% coins, 50% goods
Alignment: Lawful neutral
Advancement: By character class
Level Adjustment: +1
A poison dusk lizardfolk is between 3 to 4 feet in height, weighing 42–52 pounds. Its tail is 2 to 3 feet long, and its scales shift color with its mood. The eyes of a poison dusk lizardfolk are larger than those of the other species, and males have a crest running down the back of the head that can lie flat or extend based on mood.
Poison dusk lizardfolk speak Draconic. A lizardfolk with an Intelligence score of 12 or greater will also speak Common.
COMBAT
Poison dusks are far more cunning than the other species of lizardfolk. They prefer to avoid physical combat altogether if possible; when striking against a human village, they will often try to poison the water or food supply instead of launching a direct assault. When they do fight, they favor ambushes and clever traps. Bolas and nets are considered to be martial weapons for poison dusks, and they often use these tools to handicap larger foes while archers strike with poisoned arrows.
Poison Use: Due to their long tradition of working with venoms, poison dusks are never at risk when applying poisons to weapons. Common poisons include black adder venom and blue whinnis.
Black Adder Venom: Injury Poison, Fort DC 11 negates (1d6 Con / 1d6 Con), 120 gp.
Blue Whinnis: Injury Poison, Fort DC 14 negates (1 Con / Unconsciousness for 1d3 hours), 120 gp.
Chameleon Skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks.
Hold Breath (Ex): A poison dusk lizardfolk can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
Invisible Fist (Su): As an immediate action, you can become invisible for 1 round. You must wait 3 rounds before you can use this ability again.
Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.
Poison Dusk Lizardfolk Rogue 1Racial +2 Dex, +2 Con, –2 Cha
26 Point Buy:
Str 10 (2), Dex 16 (10), Con 14 (6), Int 10 (2), Wis 14 (6), Cha 8 (0)
Str 10, Dex 18, Con 16, Int 10, Wis 14, Cha 6
Poison Dusk Lizardfolk
Rogue 1
Small Humanoid (Reptilian)
Hit Dice: 1d6+3 (9 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–4
Attack: Claw +1 melee (1d3) or short sword +1 melee (1d4/19-20) or shortbow +5 ranged (1d4/x3)
Full Attack: 2 claws +1 melee (1d3) and bite –1 melee (1d3) or
short sword +1 melee (1d4/19-20) and claw –1 melee (1d3) and bite –1 melee (1d3) or
shortbow +5 ranged (1d4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison Use, +1d6 Sneak Attack
Special Qualities: Chameleon skin, hold breath, low-light vision, trapfinding
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 10, Dex 18, Con 16, Int 10, Wis 14, Cha 6
Skills: Balance +12 [4], Hide +17 [4], Jump +8 [4], Listen +6 [4], Move Silently +8 [4], Search +2 [2], Spot +6 [4], Swim +6 [2], Tumble +8 [4]
Feats: Multiattack
Environment: Temperate marshes
Organization: Solitary, gang (2–3), band (5–8 plus 1 leader of 3rd–6th level), or tribe (20–40 plus 50% noncombatants plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 1
Treasure: 50% coins, 50% goods
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1
A poison dusk lizardfolk is between 3 to 4 feet in height, weighing 42–52 pounds. Its tail is 2 to 3 feet long, and its scales shift color with its mood. The eyes of a poison dusk lizardfolk are larger than those of the other species, and males have a crest running down the back of the head that can lie flat or extend based on mood.
Poison dusk lizardfolk speak Draconic. A lizardfolk with an Intelligence score of 12 or greater will also speak Common.
COMBAT
Poison dusks are far more cunning than the other species of lizardfolk. They prefer to avoid physical combat altogether if possible; when striking against a human village, they will often try to poison the water or food supply instead of launching a direct assault. When they do fight, they favor ambushes and clever traps. Bolas and nets are considered to be martial weapons for poison dusks, and they often use these tools to handicap larger foes while archers strike with poisoned arrows.
Poison Use: Due to their long tradition of working with venoms, poison dusks are never at risk when applying poisons to weapons. Common poisons include black adder venom and blue whinnis.
Black Adder Venom: Injury Poison, Fort DC 11 negates (1d6 Con / 1d6 Con), 120 gp.
Blue Whinnis: Injury Poison, Fort DC 14 negates (1 Con / Unconsciousness for 1d3 hours), 120 gp.
Chameleon Skin (Ex): Poison dusks can adjust the colors of their scales to blend in with their surroundings. When it is not wearing armor, robes or other covering clothing, a poison dusk lizardfolk gains a +5 racial bonus on Hide checks.
Hold Breath (Ex): A poison dusk lizardfolk can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).
Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks.