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Lizardfolk

The lizardfolk are considered to be a member of the draconic races, being distantly related to the Dragonborn and kobolds. Unlike the other draconic races, the lizardfolk are cold blooded creatures. Many outsiders believe that this cold blooded nature runs to the heart of the lizardfolk and that they are incapable of feeling any emotions; this is based upon lizardfolk never displaying any discernible emotional reaction. This is a common myth with a hint of truth to it, as lizardfolk are taught from a young age to never show any emotions to outsiders.  

Description

Lizardfolk are semi-aquatic reptilian humanoids. Their skin is covered in scales and varied in colour from dark green through to shades of brown and grey. Taller than humans and powerfully built, lizardfolk are often between 6 and 7 feet (1.8–2.1 m) tall and weigh between 200 and 250 pounds (90.7–113 kg). Lizardfolk have non-prehensile muscular tails that grow to three or four feet in length, and these are used for balance. They also had sharp claws and teeth.   Although non-reptilians struggle to tell the difference between males and females, lizardfolk could easily distinguish themselves.   Lizardfolk have to keep their skin relatively moist and need to wet their bodies regularly if they are in dry climates. For this reason they particularly despise desert landscapes.  

Lifespan and maturity

Lizardfolk females lay clutches of eggs, from which their young hatched. The eggs are kept well protected in collective locations. Lizardfolk reach maturity within five years of hatching. The ageing of lizardfolk slows down rapidly, with lizardfolk living to the age of sixty to eighty  

Abilities

Lizardfolk are well adept within water, they are able to swim as fast as they can run, and also hold their breath for exceptionally long periods of time.  

Homelands

The Lizardfolk have no great kingdoms, nor do they seem to have ambitions to create them; instead they seem content in creating autonomous and self-sustaining settlements. The Lizardfolk are most abundant within the Draconic Isles and Wild Isles, although they have spread far throughout much of Runetalras.

Lizardfolk Traits

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.   Creature Type. You are a Humanoid.   Size. You are Medium.   Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.   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.   Hold Breath. You can hold your breath for up to 15 minutes at a time.   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.   Natural Armor. You have tough, scaly skin. When you aren’t wearing armor, your base 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.   Nature's Intuition. Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.   Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of Languages to choose from. The DM is free to modify that list for a campaign.

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