Lizardfolk
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. Their tendencies and reptilian thoughts divide them from other races, and they are rarely seen outside of their established tribes.
ability score increase:
Your Constitution score increase by 2, and your Wisdom score increases by 1.
age:
Reach maturity around age 14 and rarely live longer than 60 years.
alignment:
Varies, but usually leans towards Chaotic.
Size:
Medium
speed:
30 ft
Languages:
Common, Draconic,
race features:
- 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.
Most Lizardfolk resemble iguana-descended humanoids, with thick scales and spines running down the length of their backs and tails. Scale coloration varies from a bright blue to all shades of yellow and green and several hues of dusky brown. Lizardfolk who evolved from other species of lizards also exist; depending on the individual racial traits they possess, a tribe may more closely resemble geckos, chameleons, or monitors, with scale coloration varying correspondingly. Some lizardfolk are also descended in part from true dragons, and typically sport the scale coloration and bone structure of the type of dragon whose genes they inherited. Their average height and weight are only slightly more than that of humans (6 to 7 feet tall, 200 to 250 pounds).
The Lizardfolk have always been a very middle-class race in any societal system. During the reign of Obpansare, the Lizardfolk were left isolated and alone because other races feared their tendency to cannibalism and violent border disputes. But during Kadamitas , they banded together with the Yuan-Ti and retreated to the island that would become Ominkana. They're still regarded as middle-class citizens, though, and rarely find place among the government or civil protectorates.