Lizardfolk Species in Elaria | World Anvil
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Lizardfolk

A Lizardfolk remastered creation by Bigdogbob on DnDBeyond.

Cold and Calculating

Most of the humanoids give an account of cold-blooded creatures lacking in emotion and empathy. Here the same label serves as the apt depiction of this race. Lacking any internal emotional reactions, this race behaves in a distant manner. They do not mourn their fallen comrades or rage in opposition to their enemies. But they normally react and observe as the situation warrants. They assess situations which are based on their current, future, and importance.   To this race, a comrade who dies becomes the potential source of food. That companion might have once been the warrior or the hunter, but now this body is just freshly killed meat. Those who live among the other humanoids can, over time, learn to respect other creatures’ emotions. It does not share those feelings, but instead of that, assesses them in a similar clinical manner.    

Utility and Survival

    This specific race mindset is cruel, but it gives an advantage in surviving a hostile environment. The swamps which they inhabit are filled up with a staggering variety of threats. Lizardfolk focus on survival above all, without any kind of sentiment. They assess everyone and everything in terms of utility. Art and beauty have little meaning. Here a sharp sword serves the most use and for a good purpose.   This race doesn’t have an interest in developing skills such as writing, making plans, and cultivating other methods which would progress them beyond their simple existence as hunters and gatherers.  

Lizardfolk Traits

  Ability Score Increase. Your constitution score increases by “2” and your wisdom score increases by “1”.   Natural Armour. You have a natural armor class of 13   Age. Lizardfolk reach adulthood around age 12 and can live to be about 60.   Alignment. Most lizardfolk are neutral, operating on animal instinct and their fierce territorial nature more often than a distinct moral pattern.   Size. Lizardfolk stand 6 to 7 feet tall and average about 230 pounds. Your size is Medium.   Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.   Bite. Whenever you hit an enemy with a melee attack on your turn, as a bonus action you can make a melee attack against the same enemy. On a hit, the target takes 1d6 + your Strength modifier as piercing damage. You are always considered proficient with this bonus attack.   Hold breath. You can hold your breath for 15 minutes.   Sneaky Survivalist. You are proficient in both the Stealth and Survival skill.   Languages. You can speak, read, and write Common and Draconic.
At their own core, Lizardfolk view other humanoids with an indifference verging on pity. They are born into the world lacking stout scales and sharp teeth, yet so long they have managed to survive. Still, if any of the other creatures will prove useful to Lizardfolk, then those creatures would trigger a protective response made all the stronger by their apparent weakness. This race assesses its beings like hatchlings and the young ones who are incapable of protecting themselves might prove useful in the future if given the proper care.

DM's Thoughts

Lizardfolk are an interesting race, not one I have much personal experience with. Though, I have played with a few playing Lizardfolk and always had a good time interacting with the characters. I think it takes a certain approach to make Lizardfolk characters to really shine and I fear I don't know that approach well.

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