Thorp, population 70 (96% lizardfolk, 2% merrow, 2% human)
GP Limit: 40 gp.
Cash on Hand (Total for City): 140 gp.
Imports: slaves, metallic weapons, tools, and armor.
Exports: recovered magical items.
None. 45 members of the lizardfolk tribe’s total population 67 are able-bodied adult combatants. The remainder of the tribe (22 members) is composed of non-combatant hatchlings*. The tribe’s females currently have 4 eggs.
Strange and mysterious, this monstrous village lies deep within the marsh south of Port Hope, and is home to a tribe of lizardfolk, dominated (at least nominally), by the self-styled ‘King’ Gronk, a cruel and powerful merrow (aquatic ogre) ranger who slew the tribal chieftain in single combat a few years ago. In reality, Gronk is the tool of the much more intelligent human wizards who also inhabit the town, and who manipulate him as a means of keeping the lizardfolk in line. The few travelers who have found the hamlet of Strelk and lived to depart from it have reported that the wizards seem to be looking for something amid the gloom and muck of the wetlands, but are uncertain as to what that may be.
* Hatchlings use the following statistics:
Lizardfolk Hatchlings: CR 1/2; Small humanoid (Reptilian); HD 1d8; 4 hp; Init +0; Spd 20 ft. (4 squares); AC 13(11 touch, 13 flat-footed); BAB/Grapple +0/-4; Atk claw +1 melee (1d3); Full atk 2 claws +1 melee (1d3), and bite -1 melee (1d3); SQ Hold breath, reptilian traits; AL N; SV Fort +0, Ref +2, Will +0; Str 11, Dex 10, Con 11, Int 9, Wis 10, Cha 10.
Skills and Feats: Balance +5, Hide +4, Jump +5, Speak Language (Draconic), Swim +6; Multiattack.
Hold Breath (Ex): A lizardfolk hatchling can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning (see page 304 in the Dungeon Master’s Guide v. 3.5).