Monstrous Race: Lizardfolk

Lizardfolk, also known as lizardmen, are a race of reptilian humanoids native to Tethys. Lizardfolk are semi-aquatic reptilian humanoids. Their skin is covered in scales and varies in color from dark green through to shades of brown and gray. Taller than humans and powerfully built, lizardfolk are often between 6 and 7 feet (1.8–2.1 m) tall and weigh between 200 and 250 pounds (90.7–113 kg). Lizardfolk have non-prehensile muscular tails that grew to three or four feet in length, and these are used for balance. They also have sharp claws and teeth. Although non-reptilians struggle to tell the difference between males and females, lizardfolk can easily distinguish themselves. Lizardfolk have to keep their skin relatively moist and need to wet their bodies regularly if they are in dry climates. For this reason, they were particularly fearful of desert landscapes and keep to lush jungles. While most lizardfolk fall into tribal, primitive variants that can be found in many wet territories of the world, there are more civilized lizardfolk still living in their homeland.   The race really began their journey in the Second Age, Godswar but the lizardfolk state that their true beginnings are in the Third Age, Kingdoms, that is because in the Second Age, they were created by the gods to be their warriors in the many wars happening on the Godforge Lands continent. Their role never came to be as the war ended before they could be fully used, thus the majority of the race was in the Great Lishna Jungle when The Great Clash happened. The extraplannar beings left and the bonds of the race were shattered, releasing them and allowing them to have free will. While most of the time, they were tribalistic in the jungles, the neighboring kingdom of Ossyria brought them much needed concepts of civilization and community. When the Third Age ramped up, many tribes would flee the jungles, hoping to live more freely elsewhere, not to be bound by some ideas of nationhood, which was the nation of Lishnahoon. One of the few nations that survived the Fourth Age, The Calamity. The race has a history of using dwarven slaves in the past, thus many dwarves feel the need to exterminate any nearby tribes of lizardmen out of honor to their ancestors. Also, after The Second Divergence , the lizardfolk experiences a strange schism as many lizardfolk appeared among them, worshipping the Translucent Traveler and this rift began a civil war. These new lizardmen have access to unknown magical items, allowing them to easily win many battles.  

On Tethys

Most lizardfolk are tribal and primitive, seeking only food and do not care about treasure, thus they make poor adventurers. The lizardfolk of Lishnahoon and Kroxgaan are different. Both are very civilized and have more personality, leaving much of their primitive nature behind. The lizardfolk of Lishnahoon are blood sorcerers, seeking glory through blood sacrifices and some become great hunters, seeking prey in intelligent creatures as they are the most dangerous to hunt. The lizardfolk of Kroxgaan worship the Translucent Traveler, believe themselves to be the servants of the First Gods, set out to save the world from destruction and upholding ancient plans of the gods. They adorn themselves with jewelry and do not shy away from using golden elements on their armor and weapons. Those that have the ancient weapons the race found or were given will fight to the death with it and never allow it to fall into unworthy hands.  

First World

Lizardfolk was w creation of dragons, who would rule this primitive race in the First World. The race would grow rapidly and become one of the most troublesome species as a part of a great monster empire, which would fall by the combined might of other civilized races.

Lizardfolk

Ability Score Increase Con +2; Wis +1
Size Medium
Speed 30 ft., swim 30 ft.

Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.   Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.   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.   Swim Speed. 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 equal to your Constitution modifier (minimum of 1), 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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