Lizardfolk, Quanak (CR 2)
Medium Humanoid (Aquatic and Reptilian)
Alignment: Usually lawful neutral
Initiative: +0
AC: 19 (+5 natural, +4 Inertial Armor), touch 10, flat-footed 19
Hit Dice: 2d8+2 (11 hp)
Fort +1, Ref +3, Will +1
Speed: 30 ft., swim 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -4
Attack: Halfspear +2 melee
Full Attack: Halfspear +2 melee
Damage: Halfspear 1d6+1
Special Attacks/Actions: Psionics
Abilities: Str 13, Dex 10, Con 13, Int 11, Wis 12, Cha 12
Special Qualities: Poison use
Feats: Improved Inertial Armor
Skills: Balance +4, Jump +7, and Swim +10
Advancement: By character class
Climate/Terrain: Temperate and warm marsh
Organization: Patrol (2-4), squad (11-20, plus 2 sergeants of 3rd level, and 1 leader of 3rd to 6th level), or tribe (30- 100, plus 100% non-combatants, plus one 3rd level sergeant per 10 adults, one 4th-6th level lieutenant per 25 adults, and one leader of 7th-10th level)
Treasure/Possessions: Standard coins, double goods, double items
Source:
Web
Quanaks have mastered small unit tactics, and, with the use of their psionics, tend to be deadly opponents. Other tribes of lizardfolk have learned to leave them alone. They favor the use guerilla warfare: hit-and-run attacks and snare and trap use. Their preferred weapons are halfspears, and many groups have mastered the use of blowguns. Quanaks typically use greenblood oil or spider venom. (See Poison.)
Psionics (Sp): 3/day - combat precognition, lesser body adjustment, lesser metaphysical weapon. Manifester level 12th; save DC d20 + power level + key ability modifier.
Attack/Defense Modes: At will - mind thrust/thought shield.
Poison Use: Quanaks are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Skills: Thanks to its tail, a quanak receives a +4 racial bonus on its Jump, Swim, and Balance checks.
Aquatic Subtype
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.
Reptilian Subtype
These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.