Lizardfolk

Lizardfolk are reptilian beings, who have lizard-like skin and scales. They are somewhat technologically primitive, and mainly use stone and bone weapons. Lizardfolk don't get along with serpentfolk, and conflict between them are common. Lizardfolk speech is blunt and to the point, and they usually have troubles understanding jokes and metaphors made by humans.

Standard racial traits
Ability score modifiers: Lizadfolk are tough and crude. They gain +2 Strength, +2 Constitution, -2 Charisma.

Medium: Lizardfolk are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Lizardfolk have a base speed of 30 ft.

Languages: Lizardfolk begin play speaking only Lizardfolk. Lizardfolk with high intelligence scores can choose any additional language except secret languages, Angelic, Abyssal, or Infernal.

Weapon familiarity: Lizardfolk are proficient with clubs, spears, tridents and slings.

Natural armor: Lizardfolk have tough scaly skin, granting them a +1 natural armor bonus.

Swim: Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks

Natural attacks: Lizardfolk can use bite as a primary attack (or as a secondary attack, in conjunction with a melee attack), causing 1d6 piercing damage. Lizardfolk can also use two claw attacks as a primary attack (or as a secondary attack, in conjunction with a melee attack), dealing 1d4 slashing damage each.

Low-Light vision: Lizardfolk can see twice as far in conditions of dim light.

Prehensile tail: Lizardfolk have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

Tasting the air: Lizadfolk taste the air to track their targets. They gain 4+ bonus in survival on tracking