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Lizardfolk

Lizardfolk are a race of humanoids with a diverse set of subspecies. The two most notable of which are the Lizardfolk of the Sand Sea and those of the Caligo Jungle. Lizardfolk typically stand between 6 and 7 feet tall and weigh between 200 and 250 lbs.

Sand Sea Lizardfolk

The lizardfolk of the Sand Sea are a nomadic and tribal people. They typically have scales of yellow, brown, bronze or gold to help them blend with the rocky, sandy environment in which they live. They generally have spikes and horns around their neck and head.  

Caligo Jungle Lizardfolk

The lizardfolk of the Caligo Jungle are tribal similar to their desert-dwelling cousins, however they are not nomadic and live in established villages. They typically have scales of blue or green, sometimes accented with brighter oranges, reds and yellows.  

Game Statistics (3.5e)

  • +2 Constitution, +1 Strength.
  • Size: Medium.
  • Speed: 30 ft.
  • Natural Weapons: Claw (1d4), bite (1d4 + poison).
  • Poison: A lizardfolk's bite is poisonous, dealing 1d3 Con damage. A successful Fortitude save (DC 10 + 1/2 the lizardfolk's HD + her Con modifier) negates the damage.
  • Hold Breath: A lizardfolk can hold it's breath for a number of rounds equal to four times its Constitution score before it risks drowning.
  • Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
  • Low-light vision. A lizardfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Heat Endurance: Lizardfolk gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.

Game Statistics (5e)

  • Ability Score Increase. Your Constitution score increase by 2, and your Wisdom score increases by 1.
  • 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.

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