Lizard Folk
The Lizard folk whose civilization dominates the Eastern portion of Moltibek are well known for their swimming skills and comfort in the swamps and wetlands they call home, but few outside their domain understand how important that natural world is to their culture, arts, sciences and magic.
Age. Lizard folk reach maturity around age 14 and rarely live longer than 70 years.
Size. Lizard folk are bulky and taller than average, standing 5' 8" to 7' tall, and weighing 150 to 225 pounds. Their colorful frills make them appear even larger. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
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.
The Eastern homeland of the Lizard Folk is the Ministry of the Wetlands, but Lizard Folk living outside that nation are about equally likely to be Wild Mountain Rovers or Small Farming Settlements, despite preferring lowland areas. Suggested Heritages:
Some time ago, the swamps at the verge of the Ministry were the core of a failed invasion from the plane of Pandemonium. Although it was eventually beaten, in the process many families became infused with Tiefling or Entropian strains. A smaller number acquired Aasimar and Tick-tock ancestries in the course of fighting off the attack. Ever since those events, the Ministry has become more and more opposed to the use of arcane magic, finally outlawing it entirely in recent years. Thus those practitioners of Traditional Heritages have become both fewer and more cautious about their uses and endowment, as have magical tattoo artists.
Lizard Folk Species
Age. Lizard folk reach maturity around age 14 and rarely live longer than 70 years.
Size. Lizard folk are bulky and taller than average, standing 5' 8" to 7' tall, and weighing 150 to 225 pounds. Their colorful frills make them appear even larger. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
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.
Lizard Folk Cultures
The Eastern homeland of the Lizard Folk is the Ministry of the Wetlands, but Lizard Folk living outside that nation are about equally likely to be Wild Mountain Rovers or Small Farming Settlements, despite preferring lowland areas. Suggested Heritages:
Some time ago, the swamps at the verge of the Ministry were the core of a failed invasion from the plane of Pandemonium. Although it was eventually beaten, in the process many families became infused with Tiefling or Entropian strains. A smaller number acquired Aasimar and Tick-tock ancestries in the course of fighting off the attack. Ever since those events, the Ministry has become more and more opposed to the use of arcane magic, finally outlawing it entirely in recent years. Thus those practitioners of Traditional Heritages have become both fewer and more cautious about their uses and endowment, as have magical tattoo artists.
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