The Lizardmen Species in Lords of Kaena | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

The Lizardmen

Selfless Followers of the Thousandfold Thought

Native to the hot, wet jungles of Sinanju, the large and scaly Lizardmen with their many sharp teeth are one of the more feared and monstrous races in Kaena, though they need not be. The Lizardmen are a wise and pious folk who have dedicated their society to selflessly protecting those weaker than they and dispelling the darkness of the Great Evil wherever they find it. They are a meditative lot, who heed the teachings of their elders, or gurus, and have the physical strength to follow a better path no matter how difficult it may be.   Their homeland of Sinanju was conquered by the Ahuran Elves in ancient times, and a great tension between the two races has long been simmering. Sinanju was granted independence from the Ahuran Empire following the Dwarven conquest, and the Elves and Lizardmen now live in a tense and uneasy peaceful coexistence.

D&D 5e

STANDARD RACIAL TRAITS
  • Ability Score Modifiers: The Lizardmen are strong and wise, but their large reptilian bodies are not agile. They have +1 Strength, and +2 Wisdom.
  • Size: Lizardmen are Medium creatures.
  • Base Speed: 30 Feet, 30 Swim
  • Languages: You begin play speaking Common and Ahuran. As wise creatures of great forethought and a taste for philosophy, Lizardmen may choose any one bonus language.
  • Thousandfold Thought: You have advantage on all Wisdom saving throws.
  • Hold Breath: You can hold your breath for up to 1 hour.
  • Primordial Armour: When you aren't wearing armour, your AC is 13 + your Dexterity modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armour.
  • 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.

Pathfinder 1e

STANDARD RACIAL TRAITS
  • Ability Score Modifiers: The Lizardmen are strong and wise, but their large reptilian bodies are not agile. They have +2 Strength, -2 Dexterity, and +2 Wisdom.
  • Size: Lizardmen are Medium creatures.
  • Type: Lizardmen are Humanoid with the Reptilian subtype.
  • Base Speed: 30 Feet, 30 Swim (+8 Racial Bonus to Swim checks)
  • Languages: Lizardmen begin play speaking Common and Ahuran. As wise creatures of great forethought and a taste for philosophy, Lizardmen may choose any bonus languages.
  • Low Light Vision: Lizardmen can see in low light conditions as though they were in normal lighting.
  • Primordial Armour: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus. This also gives them a monstrous appearance, and incurs a -2 penalty on diplomacy checks against other races.
  • Cold Blooded: You take a –2 penalty on saves against cold spells and effects, and whenever you fail such a saving throw, you are staggered for 1 round. You can survive without food four times longer than a typical creature of your species before you begin to starve.
  • Natural Attacks: Lizardmen gain a Bite attack (1d4) and two Claw attacks (1d3). It is, however, seen as the height of dishonour to use these weapons on another living being in traditional Sinanju culture.
Scientific Name
Homo Pseudosuchia
Lifespan
Less than 80 Years
Average Height
6' to 6'8''

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!