Lizardfolk
General Description
The Lizardfolk, who call themselves the Saurians, are an ancient and resilient people whose origins are steeped in divine purpose and primordial memory. Tall, powerfully built, and covered in patterned scales of green, blue, ochre, and deep earth tones, Saurians possess a presence that feels timeless—less shaped by culture than by survival and duty.
Their minds are often described as cold by outsiders, but among the Saurians this detachment is neither flaw nor failing. Emotion is not absent, merely restrained. Thought is directed toward necessity, balance, and continuity rather than impulse. To the Saurians, clarity of purpose matters far more than comfort or sentiment.
Unlike many younger peoples, the Saurians do not view themselves as masters of the world, nor as its conquerors. They see themselves as its guardians—placed where they are needed, enduring where others cannot, and watching over the natural order with patience measured in ages rather than years.
Origins and the Elder World
According to Saurian belief, the Lizardfolk were among the first sentient peoples placed upon the Material Plane, created directly by their god Semuanya at the dawn of the world. While other races were shaped with ambition, creativity, or passion, the Saurians were gifted with endurance, clarity, and physical resilience—tools meant to preserve rather than reshape.
In Saurian theology, this was no accident.
They believe Semuanya crafted them to serve as watchers and wardens, capable of surviving extremes of climate, scarcity, and danger without being distracted by what they see as the fickle emotions of Humans and Elves. Their famed toughness and pragmatic mindset are viewed not as limitations, but as divine gifts, perfectly suited to their role.
Whether this belief reflects historical truth or theological interpretation is unknown. What is certain is that the Saurians have existed for as long as any written record dares to reach—and likely far longer.
The Isles of Orun
All known records place the Saurians not upon the mainland of Enderlin, but upon the legendary Orun's Islands, far to the south.
Imperial archives claim these islands are real and inhabited by Lizardfolk civilizations, yet their exact location remains uncertain. The Veiled sea where Orun is believed to lie is perpetually shrouded in a dense, unnatural mist, and ships that enter it are rarely seen again. Of those that return, accounts are fragmented, contradictory, or dismissed as Sailor’s tales.
Because sightings are so rare and access so dangerous, the Saurians have become almost mythical to most scholars of Enderlin. Whether Orun is a single archipelago, a shifting region of the sea, or something more esoteric remains unresolved.
What little is agreed upon is this:
If the Saurians wish to remain hidden, they have succeeded for centuries.
Saurian Civilization and Belief
Saurian culture is believed to draw heavily upon ancient traditions resembling stepped stone cities, ritual carvings, astronomy, and divine symbolism—structures and practices meant to endure rather than impress. Their faith in Semuanya permeates every aspect of life, not through daily prayer, but through adherence to purpose.
To a Saurian, a life well lived is one that fulfills its function within the greater whole.
They record knowledge carefully, preserving histories, observations, and sacred accounts as part of their duty to remember the world as it was—and to recognize when it changes. These records are not treated as possessions, but as responsibilities passed between generations.
Change is not feared, but neither is it pursued. Balance is the highest virtue.
Lizardfolk and the Wider World
To most of Enderlin, the Saurians are a rumor given form—mentioned in ancient texts, whispered of by sailors, and debated endlessly by scholars who have never seen one.
There are no known permanent Saurian settlements on the mainland except for the city of Garlon on the Emerald Coast, founded by Lizardfolk refugees centuries ago. It remains the only significant Lizardfolk population center on the mainland, home to roughly 26,000 Lizardfolk within its walls. Beyond Garlon, there are no confirmed colonies, nor any formal diplomatic relations between the Saurians and the nations of Enderlin.
When encounters do occur, they are brief and deliberate, suggesting purpose rather than accident.
If the Saurians watch the world beyond Orun, they do so quietly.
Whether they will one day step openly onto the stage of Enderlin—or whether they believe the world is better left to test itself—remains unknown.
Lizardfolk and Mixed Heritage
Documented cases of mixed Saurian heritage are exceedingly rare, if they exist at all. Saurian society places great emphasis on continuity of purpose and lineage, and there are no confirmed records of sustained integration with other peoples.
Should such an individual exist, their place within Saurian belief would likely be defined not by blood, but by function—what role they serve, what duty they fulfill, and whether they uphold the balance entrusted to their people.
Mixed heritage has no mechanical effect unless otherwise agreed upon with the DM. For rules purposes, the character uses the Lizardfolk species traits in full. Cultural, spiritual, or social consequences are handled entirely through roleplay.
General Traits:
Creature Type: Humanoid
Size: Medium (about 1.8–2.1 meters tall / 6–7 feet). Lizardfolk are sturdy, muscular, and covered in thick, patterned scales that range in color from deep green to muted ochre or blue. Their features are angular, often with pronounced jaws, ridged brows, and slitted eyes that reflect their predatory instincts.
Speed: 9 meters per round (30 feet walking, 30 feet swimming)
Average Lifespan: Lizardfolk live shorter lives than Elves, typically up to 60–80 years, though their maturity and physical resilience allow them to survive harsh conditions that would kill other races.
Languages: You can speak, read, and write Common and Lizat. Lizardfolk communicate through hissing, guttural clicks, and subtle body language that convey both social hierarchy and intent.
Ability Scores: Lizardfolk do not grant ability score increases. These are determined by your Background.
Lizardfolk Special Traits:
Bite
You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage instead of the bludgeoning damage normal for an unarmed strike.
This reflects both their natural weaponry and their reliance on physical prowess in hunting and defense.
Hold Breath
You can hold your breath for up to 15 minutes.
This ability allows you to survive underwater, in toxic environments, or in situations requiring patience and stillness.
Hungry Jaws
You can throw yourself into a 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 equal to your proficiency bonus.
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.
This trait represents the Lizardfolk’s instinctive survival ability and predatory efficiency.
Natural Armor
You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier.
You can use this 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.
This reflects the divine gift of resilience from Semuanya, allowing Saurians to endure harsh environments and Guard what they were placed to protect.
Nature’s Intuition
Thanks to your mystical connection to the natural world, you gain proficiency in two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
This represents the Lizardfolk’s divine role as guardians of the natural world, able to perceive danger, read the land, and respond with wisdom and precision.


Comments