Lizardfolk Species in Verum | World Anvil

Lizardfolk

Whereas elves and dwarves were given long lives, the Lizardfolk of Khao learned to survive. Their shorter lifespans and more primal forms lead them to create a simple yet more effective culture. As the elves took to the mainland and the dwarves took the mountains, the Lizardfolk took to the the jungles of Khao; hidden among the flora of the jungles, Lizardfolk were able to thrive in isolation. The jungles of Khao are vast giving plenty of space for Lizardfolk to expand and tribalize. Their beliefs spawned a spiritual connection and the creation of the spirits that they now server today. Being more akin to the natural world, the Lizardfolk have a more innate connection with the Green Pantheon and with the forces of nature. The Lizardfolk squabbled among themselves until nearly the end of the first age when the first and only lizard king was named: Ga’alathel (Ga-A-La-Thel). He lead his people to conquer the remaining area of Khao and to build a civilization that is mostly unknown to the rest of the world. However, this ancient civilization disappeared nearly as quickly as it rose by an unseen calamity. Today, Lizardfolk carry with them the primal lessons of their past and a quick and adaptable ingenuity. They are survivors at heart, above all else.

Basic Information

Anatomy

Scaled bipedal humanoids

Biological Traits

Lizardfolk is a general term that describes three different races: Saurian, which are the traditional Lizardfolk, Kobold, and Yuan-Ti. They each have a variety of different characteristics, but all of them are cold blooded, lack eyelids, and have a cultural indifference to the concept of cannibalism.   Kobolds are an offshoot strain of lesser Saurian Lizardfolk. It is unclear why they diminished in size, but they did so rapidly to the point that the Kobold tribes were considered separate from the Saurian. Due to their shorter lifespan, the Kobolds are wilder in nature than their Saurian counterpart which is why they are considered vermin by many races.   As there are many spirits that the Lizardfolk worship, none are more sinister than the unnamed serpent. This being took a tribe of Lizardfolk for itself and transformed them into the terrible Yuan-Ti. The Yuan-Ti are among the least trustworthy of all Lizardfolk and yet have taken the greatest leaps and attempts toward assimilation into other civilizations. It’s a common rumor that Yuan-Ti are cultist for this unknown entity, but no true evidence exists.

Genetics and Reproduction

Egg-Laying

Ecology and Habitats

Since the fall of their civilization, Lizardfolk have spread across the world and can be found anywhere. Although, high concentrations can be found in the jungles of Khao, the swamps of Dolten, and the coasts of Bloodwave Bay.

Dietary Needs and Habits

Omnivorous, but can survive under a carnivorous lifestyle.

Additional Information

Facial characteristics

Scaled

Geographic Origin and Distribution

High concentrations can be found in the jungles of Khao, the swamps of Dolten, and the coasts of Bloodwave Bay.

Average Intelligence

10

Perception and Sensory Capabilities

The 5 main senses, with some being capable of enhanced scent or sight.

Civilization and Culture

Major Language Groups and Dialects

Draconic (Claw)

Common Customs, Traditions and Rituals

The Lizardfolk are alien the most in a single shared belief that is not shared by any other races; meat is meat, and once a creature dies, it becomes fuel for others. Spiritually speaking, other races have various rituals that provide appeasement for the soul of the fallen. To a Lizardfolk, those that die are granted immortality by feeding other life. This difference in belief above all others has caused the most conflict for the Lizardfolk. It is important to note that cannibalism refers to the consumption of any sentient creature. It is not considered an evil act for a Lizardfolk to cannibalize another sentient creature as long as that creature was already dead. A Lizardfolk who kills another sentient creature with the express purpose of eating them is not participating in an evil act, although this is not a supported action for most Lizardfolk tribes.

History

The Lizardfolk squabbled among themselves until nearly the end of the first age when the first and only lizard king was named: Ga’alathel (Ga-A-La-Thel). He lead his people to conquer the remaining area of Khao and to build a civilization that is mostly unknown to the rest of the world. However, this ancient civilization disappeared nearly as quickly as it rose by an unseen calamity. Today, Lizardfolk carry with them the primal lessons of their past and a quick and adaptable ingenuity. They are survivors at heart, above all else.

Historical Figures

Ga’alathel

Common Myths and Legends

There is a belief among the Kobolds that one of the Seven was their own. Although this cannot be proven, most Kobolds believe it with all of their hearts.
Scientific Name
Lizardfolk
Origin/Ancestry
Reptilian
Conservation Status
Safe

Articles under Lizardfolk


Lizardfolk

Ability Score Increase Con +2; Wis +1
Size Medium
Speed 30 ft., swim 30 ft.

Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.

Size. Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.

Alignment. Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.

Swim Speed. 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.

Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

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.

Hungry Jaws. In battle, you can throw yourself into a vicious 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 Constitution modifier (minimum of 1), and you can't use this trait again until you finish a short or long rest.

Languages. You can speak, read, and write Common and Draconic.

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