Lizardfolk
The saurian Lizardfolk are thought by some sages to be distant cousins of Dragonborn and Kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard its natural wonders.
Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards.
- Ability Score Increase. Your Constitution score increase 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
Typically a primitive tribal race. A clinically minded and calculating race, they see most other races as either food sources or as competitors for resources.
Emotions to these beings is seen more as a message then as a state like most other races. For example a human might fear a monster, while lizardfolk know that a monster is dangerous and should be avoided. This leads to their society as being amoral and typically neutral. They also focus on the now instead of the future, which happens to keep them primitive. Typically only focus on surviving.
Additional Information
Geographic Origin and Distribution
Most swamps, coastal islands, or around large lakes.
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