Wildling Type: Nuuchek'ni / Lizard-People

Known by many names, whether that be the Nuuchek'ni of the Western Swamps, the Ignemek of the Eastern Jungles, or the Ses'nik of the Scattered Plateaus, the group of Wildlings known as Lizard-People represent a plethora of Wildling types found throughout Olum.   Favoring hunting, feasting, and resting in the sun or moon over worrying about buildings, magic, or books, Lizard-People live rustic lives filled with activities such as defending their hunting grounds from intruders, stalking prey and curious travelers, or constructing new ways to capture large creatures or groups. Living on stilts above a swamp, down in burrows beneath rock, mud, log, or earth, or hanging out among the trees, Lizard-People make do with what they have amongst a rudimentary assortment of weapons, tools, trophies, and religious trinkets.  

Gameplay Traits

 
  • Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different scores by 1. Most Lizard-People are fast on their feet, scampering over obstacles and underbrush without a moment's notice, especially in the pursuit of prey. It is recommended to put 2 in Dexterity and 1 in Constitution.
  • Creature Type. You are a Humanoid.
  • Size. Your size is Medium.
  • Speed. Your walking speed is 30 feet.
  • Languages. You can speak, read, and write Regional (a catch-all term for the region's main language, also known as Common) and one other language of your choice.
  • Age. Lizard-People reach maturity within 1-3 years after hatching. Generally living to about 50 years of age, they continue to grow at a steady rate until they die, with the oldest of their kind reaching a large size if they make it to 60+ years of age. if one becomes a Blackscale due to age (as Lizard-People get older, they scales continue to grow darker and darker, reaching black if they have lived long enough), they are sent on one last, suicidal hunt. If they survive, they are then ritualistically killed, either by others or their own hand.
  • Alignment. Chaotic in their ways, Lizard-People are not inherently evil, though their strange customs and rituals can make them seem this way.
 
  • Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
  • Specialized Scales. Choose one trait listed below to represent the type of scales your Nuuchek'ni has:
  • 1. Mesmerizing Appearance. You have proficiency in the stealth and performance skills. Additionally, as an action, you can morph your scales to match the color of the environment you are in, giving you advantage on Stealth checks made to hide in those surroundings. You revert back when you take a long rest.
  • 2. Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + 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. Additionally, due to small spikes that protrude from your scales, when you are physically grappled by a creature, that creature takes 1d4 piercing damage at the end of each of its turns until the grapple ends.
  • 3. Sleek Design. Your walking speed increases by 5 feet. Additionally, you have a swimming speed equal to your walking speed, and you can hold your breath for up to 15 minutes at a time.
  • Preferred Habitation. Choose one trait listed below to represent your native environment.
  • 1. Versatile Inhabitant. You have a climbing speed equal to your walking speed.
  • 2. Nocturnal Hunter. You have darkvision, allowing you to see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
  • 3. Dangerous Predator. You are resistant to poison, and when you successfully bite a creature, you can choose to infect them with venom. Have them make a DC Constitution save equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, they are poisoned for 1 minute. If they fail by 5 or more, they are paralyzed instead until the end of their next turn. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, they are no longer poisoned. Once you use this ability, you cannot bite a creature in this way again until you finish a long rest.
  • Last Resort. As a reaction to being grappled, you can willingly cause your tail to fall off. When you do, you escape from being grappled, and can move up to your movement speed without taking opportunity attacks. Once you use this ability, you can't do so again until you finish 1d4 long rests.
Talo the Lizardfolk by Sam Santala

Comments

Please Login in order to comment!