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Lizardfolk Bruiser

The most common member of the Lizardfolk are the hulking Bruisers. Selected for their brute strength, their education is usually ended at Draconic and tribe first mentalities. Their reputation is as fierce fighters, eaters of the dead, and incredibly hard to kill or stop with magic. When dealing with an enemy Bruiser it is better to keep stabbing even after it appears dead.  

Physical Description:

Physically the shortest of the lizard folk ranging from 6 foot to 6 foot and 9 inches, they typically weigh between 250 to 300 pounds of thick muscle. Their blunt faces, heavy jaws and strong tails give them a solid presence on any battlefield. They also have developed gill slits on the side of their head allowing them to stay under water indefinitely when necessary.  

Society:

While other kinds of lizardfolk are more wily or cunning Bruisers are the meat of the force of their tribes and are well aware of that fact. Taking great pride in their vicious natural power, they look to meet any challenge with a direct attack. The comradery they feel with their fellow Bruisers is deep, and after a pitched battle they eat their dead allies, believing their spirit will keep them strong for the next attack.  

Relations:

Outside of their tribal home most Bruisers feel lost. Occasionally bands of Bruisers will leave and enter other regions of Ethium, but usually form tight groups and return home soon after. Because of a shared history of war, Dwarves, Humans, and Elves (especially the Imperial Elves) are seen as threat or tricksters to be destroyed. They more identify with monstrous humanoids in general but have a particular interest in Ifrits or Pain Weaver orcish bloodlines, as their warlike nature seems akin to the Bruiser’s attitude to the world.  

Alignment and Religion:

While not universal, their brutal teaching about the cruelty of the world often pressure most Bruisers to either an Evil or Chaotic perspective, and sometimes both. Regardless their Master of the Claw (both a foster parent and blood brother or sister) defines much of their attitude towards the world. Their religious worship is usually toward the ancestors of the clan, great warriors they have known are also worthy of prayers, and of course Tiamat and Apsu, the two dragons of creation.  

Adventurers:

Some Bruisers may be excluded from their tribe, or are unwilling to join another tribe after losing their own, often integrated into the Dycides’ culture. Their focus usually is about showing their might and bragging rights. A few have grander ideals of starting their own new tribe or using winnings to return as a hero with the supplies, weapons or slaves of these foreign lands. While some who have lost much simply are looking for new blood brothers or sisters with the only skills they were taught. Bruisers are very prone toward being Barbarians, Fighters or Champions of Tiamat or Apsu.  

Stats Block

Ability Score: (+2 Str, +2 Wis, -2 Int) Bruisers are strong willed and tend to solve their problems with muscles and not minds. Type: For the purpose of spells and abilities Bruisers are considered Humanoid (reptilian).   Medium: Bruisers are Medium creatures and have no bonuses or penalties due to their size.   Base Speed: Bruisers have a base speed of 30 feet.   Languages: Bruisers start knowing their racial language Draconic only.   Natural Armor: Bruisers have tough scaly skin, granting them a +1 racial natural armor bonus. This stacks with any natural armor bonus gained from other sources.   Swim: Bruisers have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks.   Amphibious: Bruisers are amphibious and can breathe both air and water.   Bite: Bruisers gain a strong natural bite attack, dealing damage that is normal for their size (1d6). The bite is a primary attack, or a secondary attack if the Bruiser is wielding manufactured weapons. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. This counts as Animal Fury for gaining additional rage powers for the barbarian class.   Ferocity: Once per day, when a Bruiser is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.   Stubborn: Bruisers gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a Bruiser fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the Bruiser has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.  
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