Lizardfolk

The cold-blooded, ancient crocodilian outsiders; lizardfolk are inscrutable to many, but their differences are exaggerated by misunderstanding more often than not. At home in tropics and swamps, these people are known for their sharp teeth and scaly disposition.   Lizardfolk are, as their common and very descriptive name suggests, lizard-like humanoids roughly the same stature as humans. Long snouts lined with teeth, glistening scales usually green or brown, digitigrade feet, a heavy tail, and spines or frills along their backs are what make a lizardfolk's appearance. Thanks to their tail's heavy balance, most lizardfolk take a stance that is hunched over somewhat; a lizardfolk standing fully straight can be as tall as an elf or dragonborn.   The species also makes excellent swimmers; many adult lizardfolk can hold their breath for over ten minutes at a time, and their bodies are lithe and waterdynamic enough to move quickly even in strong currents. And it would be remiss to not note the lizardfolks' immensely strong jaws, easily able to rend flesh and snap bone when the need calls for it.   Like many other humanoids, lizardfolk feature barely any sexual dimorphism; it is most easy to tell males and females apart by the fact that the frills & spines which decorate the backs of males are usually larger and more vibrant, oranges and reds. In terms of reproduction, female lizardfolk lay clutches of fertilized eggs numbering between three and six, which hatch after four more months of growth.   Calling someone "cold-blooded" usually means they're lacking empathy or antisocial; such a turn of phrase might stem from a layman's understanding of how lizardfolk behave. Lizardfolk do experience real emotions, but thanks to their ancient evolution, a lizardfolk sees themselves more as an observer to their emotions than a participant. Were you to interview an excited lizardfolk, they might rather than saying "I'm excited" explain their feelings as "this is an exciting situation". To other humanoids, this way of thinking can make lizardfolk seem aloof and sociopathic, but it is unwise to diminish lizardfolk as not experiencing real emotions just for experiencing them in a different way.  

Lizardfolk in the World

  Across Des Forabis lizardfolk settlements can be found in places they have long been comfortable; nestled in swamps and tropical bogs. In other parts of the world, supposedly lizardfolk races accustomed to living around coral reefs or in totally arid deserts exist, but such members of the species are unheard of visiting Des Forabis.   Due to their unusual behavior, historically lizardfolk and other humanoids have clashed quite frequently. Some deplorable groups have considered lizardfolk to be nothing more than animals, and have abused them and their lands in the past - today the aftershocks of that can be seen in the fact that most lizardfolk settlements keep to themselves and do not try to branch out or join hands with other civilizations very often.   Occasionally, these groups will work together with groups of goblins or kobolds, who have also endured hardships in local history.  

Lizardfolk Player Characters

  As a lizardfolk you have a practical and almost-clinical relationship with the world around you. Lizardfolk rarely, if ever, become overwhelmed by emotion (good or bad), though they comprehend emotions perfectly well. A worldly lizardfolk understands that other species of humanoids cannot control their impulses as easily, and might act irrationally in the face of gratuitous fear, or love, or excitement. A lizardfolk may still experience overwhelming fear or joy, but rather than panicking or exulting, they might cooly ensure to avoid the source of their fear or preserve the source of their joy.   If you grew up with your family, it would have most likely been in the company of two to five twin siblings. In a traditional lizardfolk settlement, you most likely live in a swamp or a similar tropical and, most importantly, warm and wet area. Lizardfolk being cold-blooded try to avoid cold climates if they can.   Some lizardfolk live among other species than their own, so if that's the case for you, consider what sort of position in society your family might have, and how you personally might have adapted to living around other people who seem to be possessed by uncontrollable emotional outbursts.  

Lizardfolk Traits

  Ability Score Bonus. You gain a +2 to Constitution and a +1 to Wisdom.   Age. Lizardfolk live and die fast; their eggs hatch in just four months and they grow to adulthood in 14 years, reaching the end of their lives after 60.   Size. Your size is Medium. Hunched-over at natural balance, lizardfolk stand between 5 and 6 feet tall, but standing up straight can reach 7 feet. They weigh more than humans due to their heavy tail, averaging around 180 to 200 pounds.   Speed. Your base walking speed is 30 feet. You also have a swimming speed equal to your walking speed.   Cold-Blooded. You have an ectothermic physiology and rely on environmental heat sources. When you are in a freezing environment, your base walking speed is decreased by 5 feet and you have Disadvantage on Intelligence ability checks and saving throws. When you are in a very hot environment, your base walking speed is increased by 5 feet and you have Advantage on Intelligence ability checks and saving throws.   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.   Hold Breath. You can hold your breath for up to 15 minutes 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. 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 equal to your Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.   Carnivorous. You are an obligate carnivore and cannot survive without eating meat; vegetarian food does not provide sufficient nutrition and can make you sick if eaten regularly. Magical nourishment, such as that produced by the spell goodberry, can satisfy your daily needs.