Lizardfolk
Lizardfolk are primitive reptilian humanoids that lurk in the swamps and deserts of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, watery caverns, and the inhospitable wastes of the Jakarak Desert.
Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.
Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.
Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.
Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies.
Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. Victims are either cooked and eaten by the tribe, or are sacrificed to Tarqae, the lizardfolk god.
Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields.
Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Tarqae. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Tarqae, but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.
Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects.
Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times.
Desert dwelling lizardfolk have scales in duller hues and are well adapted to the heat.
Lizardfolk Player Traits (For D&D 5e)
Ability Score Increase. Your Constitution score increases by 2, an your Wisdom score increases by 1.Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
Size. Lizardfolk are a little taller and bulkier 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 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 creature possessing said features that is 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 artisans 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 in 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 are wearing would give you 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 Draconic and one other language, usually one used by a nearby people group.
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