Saurial | Race | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Saurial

Ability Score Increase
Size Medium
Speed 30ft

The many descenant races of the Great Sarruhk Empire, these races of cold-blooded creatures have developed into wildly different races based on the environment there were placed. None of them have a spark of arcane talent compared to their progenitors, the closest being the spiritualist Tortles of Shou Lung. They all have a slowed metabolism compared to warm blooded creatures, as well as a wildly different and alien way of thinking with very different social norms and taboos amongst their peoples.   Bite and Claw: Your fanged maw and claws are 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 or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.    

Bullywug

  The Bullywug invest most swampy areas, but especially around the Maztica Jungles and Swamp of Sorrows. They’ve managed to keep off most of their potential predators with their powerfully poisonous skin and flesh, and their simple tribal lifestyles avoiding confrontation with the more warlike Tabaxi and Lizardfolk. Bullywug love to collect shinies, giving a strong economic incentive to trade their powerful poisons to other races. Rarely do they travel outside of their environment, finding drier climates painful to be around.   Size: Small
Age: Maturity 6 to 20 years. Maximum age of 50 years.
Names: (male) Achuak, Aryte, Baeshra, Darastrix, Garurt, Irhtos, Jhank, Kepesk, Kethend; (female) Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Quott, Sunny, Tibor, Ubo, Uhok, Wabu, Xelbuk, Xopa, Yog.
Size: 2’6" to 3’4" tall, 20 to 45 lb.
Speed: 40ft Swim
Languages: Druidic   Amphibious: You can breath in air and water.   Poisonous Skin: Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become Poisoned for 1 minute. A Poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The Constitution DC for this saving throw equals 8 + your proficiency bonus + your choice of Strength, Dexterity or Constitution modifier. The target will take 1d4 poison damage, increasing to 2d6 at 5th level, 3d8 at 11th level, and 4d10 at 17th level.   Standing Leap: Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.   Speak with Frogs and Toads: When speaking Druidic, you can communicate simple concepts and thoughts to frogs and toads.    

Kobold

  The kobold, one of the low-land’s most common monsters. Cunning and resourceful, kobolds have a natural tendancy to form large collectives in their Mines/Forts. Digging excites them, an almost supernatural predilection with archeology. Draconic ruins and areas, and a worship of dragon and dragonkin. Even a cursory glance would lead you to think they were dragonkin themselves, or some dragon experiment like the Dragonborn. Nothing could be further from the truth, Yuan-ti are their closest cousins, but they do love digging up dragons and their bones regardless.   Size: Small
Age: Maturity 12 to 40 years. Maximum age of 60 years.
Names: (male) Korth, Kosj, Kothar, Litrix, Mirik, Othokent, Sauriv, Throden, Thurkear, Usk, Valignat, Vargach, Verthica, Vutha, Vyth; (female) Baka, Damu, Gar. Gura, Ini, Jappa, Kinlek, Krull, Lim, Lop, Nortle, Nulka, Olo, Ploqwat, Quee, Queg, Jappa, Kinlek, Krull, Lim, Lop.
Size: 3’ to 4’ tall, 25 to 35 lb.
Languages: Draconic
Senses: Darkvision 60ft   Will of Dragons: You have advantage on saving throws against the frightened condition.   Legacy of Tiamat: You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip.   Kobold Bark: As a bonus action, you let out a fierce roar at your enemies within 10 feet of you. Until the end of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear the roar. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.    

Lizardfolk

  The last guardians of the Sarruhk Empire. The thick Jungles and Swamp around these ancient ruins is crawling with the Lizardfolk. All lizardfolk communities and tribes are within a rock throw of a Sarruhk Tomb, Temple or sacred site. They are still their supposed spiritual guardians, while the Lizardfolk protect their fleshy leftovers by killing and eating any they deem hostile. A few ancient Sarruhk Liches housed in the Tomblands have opened up Lizardfolk warriors to the world, but most of the ones lingering in the north are poor exiles.   Age: Maturity 12 to 50 years. Maximum age of 65 years.
Names: (unisex) Shaztei, Ussiel, Hahlu, Thahlush, Hiku, Ssostu, Sesuya, Yoakhizis, Suleliss, Ilsesi.
Size: 6’1" to 6’8", 140 to 220 lb.
Languages: Abyssal   Hold Breath: You can hold your breath for up to an hour at a time.   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. You can use this feature a number of times equal to your proficiency bonus, and you regain expended uses on a long rest.    

Tortle

  Guardians of the Sacred Turtle, Lung Wang the Turtle Dragon of the White Lotus. Most are consummate healers and advisors, keeping to their communities and small travelling bands. They are quite strong and sturdy, and even striking one is a capital offense in Kara-Tur, which means most have a somewhat coddled life. Great compassion is their greatest weakness, and has cemented their place under the Shou Empire for centuries.   Age: Maturity 40 to 120 years. Maximum age of 200 years.
Names: (male) An, Chen, Chi, Fai, Jiang, Jun,Lian, Long, Meng, On, Shan, Shui, Wen; (female)Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan.
Size: 5’11" to 6’4", 380 to 450 lb.
Languages: Karaturian   Hold Breath: You can hold your breath for up to an hour at a time.   Natural Armor: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal. This base increases to 18 at 5th level, 19 at 11th level, and 20 at 17th level.   Shell Defense: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.


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Falme.

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