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Lizardfolk

Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.  

Tooth and claw

The lizardfolk physiology speaks to millennia of survival as an apex predator in their ecosystem. Standing a head above the average human, clad in thick green scales, the lizardfolk look exactly as one might expect. Similar to Dragonborn, they posesses a strong, muscular tail that assists them in balance and swimming, as well as a mouth full of sharp teeth that an angry Lizardfolk can use as a weapon when pushed too far (though, surprisingly, in the years since the Adamant Empire’s takeover of the region, this practice has since fallen out of favor with the denizens of Argon, with most considering the use of one’s teeth as a weapon barbaric and unseemly — claws, however, are still fair game, apparently). Males tend to be larger than females, with a pronounced yellow or red crest.  

Cold-blooded hunters

Before the rise of the Adamant Empire, the Lizardfolk were a far more uncivilized race. Fiercely territorial, they would use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors were detected, a tribe would send a hunting band to harass or drive the trespassers off, or trick them into blundering into the lairs of crocodiles and other dangerous creatures. To this day, despite no small amount of effort by the Empire’s lackeys, Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive and rank themselves higher in their society. There are a few who have adapted to the ways of the modern world, but they are few and far between, and tend to reside outside the borders of Argon, among the other civilized races.   

Bound by the Hisst

Each tribe is led by a Scale-chieftain, a leader chosen by strength, intelligence, or skill, depending on the tribe. Each Scale-chieftain represents his or her tribe in Korlat, the capital of Argon. Not so much a city as it is a meeting place, Korlat serves as the heart of Lizardfolk society. While - comparably speaking to other civilizations - Lizardfolk society may seem barbaric and primitive, in fact it is highly structured. Similar to how giants have an Ordening, Lizardfolk have a Hisst. Tribes are in constant, semi-friendly competition with each other to rank themselves higher in this order of importance in their society.    Each year, on the rise of the new moon, the tribes converge in Korlat to compete. It is an event of monumental proportions - it is the only time ALL of the denizens of Argon can be seen in one place. Each tribe puts forth its strongest or most intelligent or skilled competitors, to compete in many different challenges. Some of these are no more than simple games of skill or strength, with glory and honor heaped upon the victors and their tribes. Others, however, are incredibly deadly, and some challengers do not return to their families and tribe. It is with the latter of these challenges, though, that a tribe gains the most honor, and therefore a better chance of attaining higher position in the Hisst for the year. Most often, it is a tribe of Vuthak or Achaucksta that claims the top position in the hierarchy, but it is not unheard of for a Weyogol tribe to claim the position through means of incredible skill or trickery (deception and deceit, while not popular among the tribes, requires no small amount of intelligence to pull off, and as such, is recognized and rewarded. Therefore, the more complex a deception, the more honor the tribe would receive in a competition for the Hisst).    At the end of the competition, the tribe with the most honor is named the Prime. This tribe takes on the responsibility of governing and leading the tribes for the following year. The tribe relocates to Korlat for the duration of it's tenure as the Prime, a council of it's elders providing council for its Scale-chieftain, who serves as the figurehead and voice of the Prime.  

Subraces

Lizardfolk society is broken up into three different subraces: The Achauksta, the Vuthack, and the Weyogol.    The Achauksta, or Green Sun lizardfolk, are by and large the most successful subrace. Achauksta shamans are revered, and tribes strive to work with nature to survive, as opposed to trying to conquer it. An Achauksta possesses a cunning rivaling only its strength, and is a valuable asset in the wilderness and in combat alike. As such, these Lizardfolk were used primarily in guerrilla warfare tactics during the overthrow of the Empire.    The Vuthack, or Blackscale lizardfolk, are even larger than their already considerably large Achausksta cousins. They are the biggest and most brutal among their kind. Vuthack are nearly eight feet tall and have much darker scales. Vuthack who find themselves among the common races often find rewarding work as bodyguards or mercenaries, as they are terrors in combat, wielding physical might beyond that of the common races. Many Vuthack were eager to join the fight on the front lines of battle against Broach, rather than sulk in the shadows like their cousins.    The Weyogol, or Poisondusk lizardfolk are far smaller and eke out their lives in the shadow of their larger cousins, earning their keep as scouts and sentries. Due to their low position among Lizardfolk tribal structure, the Weyogol learned to avoid trouble and make use of their small size to be of value. Weyogol are smaller, standing no taller than five and a half feet, and have more muted coloration, allowing them to escape detection and avoid conflict. Naturally, these abilities led them to excel as scouts and assassins during the usurpation of the crazed Emperor.

Lizardfolk Traits

Ability Score Increase
Your Constitution score increases by 2.   Age
Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.   Alignment
Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.   Size
Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.   Speed
Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.   Bite
Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Cunning Artisan
As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.   Hold Breath
You can hold your breath for up to 15 minutes at a time.   Hunter's Lore
You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.   Natural Armor
You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.   Hungry Jaws
In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.   Languages
You can speak, read, and write Common and Draconic.

Subrace Traits

Achauksta
Ability Score Increase
Your Wisdom score increases by 1. OR choose a different ability score to increase by 1.    Shamanistic Connection
Your latent connection to the natural world around you allows you to tap into the essence of nature, summoning a spirit to aid you. Once per long rest, you can summon the spirit of a beast native to the land around you. This creature must be of a CR equal to 1/4 your current level, rounded down, and will fight by your side for up to 1 minute or until it is killed.   Vuthack
Ability Score Increase
Your Strength score increases by 1. OR choose a different ability score to increase by 1.   Iron Claws
In the heat of combat, you draw upon your natural strength and constitution to unleash a ferocious barrage against your enemies. On your turn, you can take one additional action on top of your regular action and a possible Bonus Action, as per the Action Surge ability. This action must be an attack action, and once you use this trait, you cannot do so again until you have finished a long rest.   Weyogol
Ability Score Increase
Your Dexterity score increases by 1. OR choose a different ability score to increase by 1.   Natural Camouflage
You have adapted to life in the swamps of Argon, learning to hide in plain sight by changing the color of your scales to match your surroundings. As a bonus action, you can tum "invisible" until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

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