Sunscale Lizardfolk in Carracosta | World Anvil
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Sunscale Lizardfolk

The swamp-borne lizardfolk aren't the only lizardfolk that roam this world. In fact, there's several subraces, each specialized to not only survive but thrive in their own environment. Clever and crafty trades, the desert-dwelling, nomadic Sunscale Lizardfolk are slightly smaller and far more snake-like than their swampborne brethren.   As a Sunscale Lizardfolk, you are adapted to the harsh life of the Red Sands and are used to a nomadic lifestyle. Often wrapped in thick linens, other humanoids sometimes don't notice your true nature until they are already dealing with you. Sunscales are often short-tempered and easily offended and are known to strike those they feel insult them, even if the provocation was minor.

Sunscale Lizardfolk Traits

  Ability Score Increase. Your Constitution score increases by 2, and your Wisdom increases by 1.
Age. It's rare that a lizardfolk lives past the age of 60.
Alignment. Regardless of terrain, lizardfolk tend towards true neutrality. Some Sunscales are known to be chaotic, leading fierce raids on other humanoids who invade their territory.
Size. While swampborne lizardfolk are slightly larger than humans in both height and weight, Sunscales are thin and lithe, appearing more serpentine than lizard-like. Due to their hunched figure, they are often estimated to be smaller than they actually are.
Speed. Your powerful legs are adapted to traversing the desert sand at normal speed, but on solid terrain you are rather fleet of foot. Your base walking speed is 35 feet.
Poisonous 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 normal bludgeoning damage of an unarmed strike.
Additionally, you have a set of retractable fangs that pack a nasty, poisonous bite. When you hit a creature with your bite attack, you can force them to make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed saving throw, the target takes an additional 2d6 poison damage from your bite. One you use this trait, you can't use it again until you complete a long rest.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is equal to 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.
Languages. You can speak, read, and write Common and Draconic.
Trader's Lore. You gain proficiency with two of the following skills of your choice: Deception, Perception, Persuasion and Survival.
Appraising. You are skilled at seeing the value in most objects. Whenever you make an Intelligence (History) check to identify the value of a nonmagical object, gem or other piece of treasure, you are considered to be proficient in the History skill and you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.

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