Lizardfolk Species in The Five Realms | World Anvil
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Lizardfolk

Lizard Men or lizardfolk were originally shock troopers under the command of the forces arrayed against the King of the Gods during the Godswar. The current reptilian empires deep in the swamps of Eraussi and the Black Bog of Ethigoviel were formed by those who survived. The number of the different egg clutches allows them to bring various abilities and tactics onto the battlefield, causing uncertainty in the enemy as they are always uncertain of what they will be facing in combat.   One of the deadliest tribes of lizardfolk, known as the Black Claws, rankled for generations under the decadent forces of evils of the Godswar until the defeat and surrender of their former masters when they fled their lands to settle the swamp around Castle Naeryntar in the Black Bog of the north. Theirs is a matriarchal society with females holding positions of political and spiritual leadership, as well as controlling breeding rights, while the males are bred as workers, hunters, and warriors of the Clutch. Those who settled in Eraussi developed quite differently from their Black Claw clutchmates and have become the natural rulers of the swamps they inhabit over the last four centuries. These savage, semi-aquatic, reptilian humanoids live less through scavenging and raiding and tend to be fishers and gatherers, though their origin as a more violent, war-loving race is easy to rouse within any tribe scattered across the land.   Lizard men grow to heights between six and seven feet tall. The average weight of these humanoids is between 200 and 250 pounds. Their coloration ranges from dark green to gray to brown, and scales cover most of their bodies. Lizard men have three- to four-footlong tails, which are not prehensile. Only those very familiar with the race can tell the difference between males and females. They wear only the simplest of ornamentation, strings of bone and other barbaric items.   Lizard men usually dwell in marshes and swamps. They live underwater in air-filled caves, emerging to hunt, forage, and raid nearby communities, including other lizard man camps. Most tribes have about 150 members, including females and hatchlings. The tribes sometimes form loose alliances against common enemies, though these last only as long as the threat is obvious.   These omnivorous humanoids eat almost anything. The foulest, most savage tribes crave human flesh. Tales of these savage lizard men ambushing humans abound, for they seek both living and dead flesh to feast upon. A small number of lizard man tribes have evolved to a higher level of civilization. These lizard men live in crude huts, make and use shields, and have discovered the benefits of ranged weapons. They make and use barbed darts and javelins, use crude clubs in melee, and some have learned to capture and use the weapons of humans and demihumans.   Lizard men are considered barbarians by many throughout the known realms. Even those from the advanced tribes of Eraussi are considered savages by the civilized world. There are a handful of lizard man who left the swamps behind to wander the lands beyond their clutch, but their savage nature remains. Members of advanced tribes have learned more about the wonders of the civilized world from these few who amassed enough knowledge of the new world after the gods and returned to their tribes to teach them. Members of the more primitive tribes who continue to raid have also made attempts to forcefully take what they know back to the swamps though this information is veiled by the nature of their interactions. Occasionally there are individual lizardfolk that thrust themselves into the outer world, fighting beside adventurers until finding their way in the world.   Lizard men are known for their strength, their natural cunning, and their alien ways. They are true outsiders, not only are they from different lands and primitive cultures, but they are reptilian. Lizard men have a much different outlook on the world than mammals. They are born from eggs, they spend much of their life in water, and they are closer to the natural laws of survival than their civilized counterparts. Their alien minds, with alien tastes, and alien perceptions often put a lizard man at odds with non lizardfolk companions as to the way to proceed. "Eat-or-die" is often the basic instinct running through a lizard man's mind, and this does not always go along with civilized ideals of honor, chivalry, and fairness.   As a savage, the lizard man is in tune with the natural world. This does not mean they are an avid protector of nature as centaurs, for example, are wont to be, but that they understand nature's signs and can survive in places others would find inhospitable. They will often be alarmed, frightened, or offended by many of civilizations most common features.   In combat, lizard man warriors fight as individuals. The civilized concepts of cooperation and strict planning is unknown and they will often find their own course in any battle. Against equal or lesser opponents, a lizard man may charge directly into the fray. When facing superior opponents, a lizard man may turn to wily tactics or sheer ferocity. The savage warrior has a few weaknesses, however. He can be distracted by food and simple treasures, even in the midst of battle and suffers from superstitions such as their fear of dry heat and locations with dry heat, such as deserts, especially those of Parracia where so many of their kind were killed as fodder in the Godswar

RPG Datasheet

Lizardfolk

Volo's Guide to Monsters page 111  
Ability Score Increase
Your Constitution score increases 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. Lizardfolk can master Common, but their mindset results in a speech pattern distinct from other humanoids. Lizardfolk rarely use metaphors. Their speech is almost always literal. They might pick up idioms, but only with some difficulty. Names confuse them unless they are descriptive. They tend to apply their own naming conventions to other creatures using Common words. Lizardfolk use active verbs to describe the world. A lizardfolk in cold weather might say, "This wind brings cold" rather than "I feel cold" Lizardfolk tend to define things In terms of actions, rather than effects.--

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"Lizard Men"

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