Lizardfolk Species in Other Realms | World Anvil

Lizardfolk

Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.   Territorial Xenophobes Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures. Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive. Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters. Occasions might arise when lizard folk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies.   Great Feasts and Sacrifices Lizard folk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god.   Canny Grafters Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields.   Lizardfolk Leaders Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk. Lizard folk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among thei subjects.   Dragon Worshipers Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers.  

Lizardfolk

Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.


Armor Class15 (natural armor, shield)
Hit Points 4d8+4
Speed30ft.Swim 30 ft.
Strength15 (+2)
Dexterity10 (+0)
Constitution13 (+1)
Intelligence7 (- 2)
Wisdom12 (+1)
Charisma7 (- 2)
SkillsPerception d20+3 Stealth d20+4 Survival d20+5
SensesPassive Perception 13
LanguagesDraconic
Challenge1/2 (100 XP)
SpecialHold BreathThe lizardfolk can hold its breath for 15 minutes
Action 1MultiattackThe lizardfolk makes two melee attacks,each one with a different weapon
Action 2BiteMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d6+2 piercing damage
Action 3Heavy ClubMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d6+2 bludgeoning damage
Action 4javelinMelee or Ranged Weapon Attack d20+4 to hit
Reach 5 ft. or range 30/120 ft., one targetHit 1d6+2 piercing damage
Action 5Spiked ShieldMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d6+2 piercing damage

Lizardfolk Shaman

Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.


Armor Class13 (natural armor)
Hit Points 5d8+5
Speed30 ft.Swim 30 ft.
Strength15 (+2)
Dexterity10 (+0)
Constitution13 (+1)
Intelligence10 (+0)
Wisdom15 (+2)
Charisma8 (- 1)
SkillsPerception d20+4 Stealth d20+4 Survival d20+6
SensesPassive Perception 14
LanguagesDraconic
Challenge2 (450 XP)
Special 1Hold BreathThe lizardfolk can hold its breath for 15 minutes
Special 2Spellcasting (Lizardfolk Form Only)The lizardfolk is a 5th-level spellcaster.Its spellcasting ability is Wisdom
(spell save DC 12, d20+4 to hit with spell attacks).The lizardfolk has the following druid spells prepared:
Spells 1Cantrips (at will)DruidcraftProduce flame
Thorn whip
Spells 21st Level (4 slots)EntangleFog cloud
Spells 32nd Level (3 slots)Heat metalSpike growth
Spells 43rd Level (2 slots)Conjure animals (reptiles only)Plant growth
Action 1Multiattack (Lizardfolk Form Only)The lizardfolk makes two attacks:one with its bite and one with its claws
Action 2BiteMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d6+2 piercing damage,or 1d10+2 piercing damage in crocodile form.If the lizardfolk is in crocodile form and
the target is a Large or smaller creature,the target is grappled (escape DC 12).Until this grapple ends, the target is restrained,and the lizardfolk can't bite another target.
If the lizardfolk reverts to itstrue form, the grapple ends
Action 3Claws (Lizardfolk Form Only)Melee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d4+2 slashing damage
Action 4Change Shape (Recharges after a Short or Long Rest)The lizardfolk magically polymorphs into a crocodile,remaining in that form for up to 1 hour.
It can revert to its true form as a bonus action.Its statistics, other than its size,are the same in each form.Any equipment it is wearing
or carrying isn't transformed.It reverts to its true form if it dies

Lizardfolk King/Queen

Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.


Armor Class15 (natural armor)
Hit Points 12d8+24
Speed30ft.Swim 30ft.
Strength17 (+3)
Dexterity12 (+1)
Constitution15 (+2)
Intelligence11 (+0)
Wisdom11 (+0)
Charisma15 (+2)
Saving ThrowsConstitution d20+4 Wisdom d20+2
SkillsPerception d20+4 Stealth d20+5 Survival d20+4
Condition ImmunitiesFrightened
SensesDarkvision 60 ft.Passive Perception 14
LanguagesAbyssalDraconic
Challenge4 (1,100 XP)
Special 1Hold BreathThe lizardfolk can hold its breath for 15 minutes
Special 2SkewerOnce per turn, when the lizardfolk makesa melee attack with its trident and hits,
the target takes an extra 3d6 damage,and the lizardfolk gains temporary hit pointsequal to the extra damage dealt
Action 1MultiattackThe lizardfolk makes two attacks:one with its bite and one with its claws
or trident or two melee attacks with its trident
Action 2BiteMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 1d6+3 piercing damage
Action 3ClawsMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 1d4+3 slashing damage
Action 4TridentMelee or Ranged Weapon Attack d20+5 to hit
Reach 5 ft. or range 20/60 ft., one targetHit 1d6+3 piercing damage,or 1d8+3 piercing damage if usedwith two hands to make a melee attack

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