Lizardfolk Ethnicity in Vrashyn | World Anvil
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Lizardfolk

Summary

Liberated from the emotions of those with thinner skins, Lizardfolk are born predators fixated on their survival instinct. Lizardfolk are split into the desert-lovers of Reptyz and the Bog Lizardfolk, who live mostly in the Mycelian Collective but occasionally move into city sewers. The Sand Lizardfolk are a downtrodden people whose rugged individualism has been tempered by the need to defend their home from an outside threat. They tend to interact more with other races and are more likely to become adventurers as a result. Few dare to venture to the homeland of the Bog Lizardfolk, so they are the far wilder and more violent group.  

Subraces

Vrashyni Lizardfolk have access to an additional subrace not present in normal D&D rules. Bog Lizardfolk are identical to the standard race as described on D&D Beyond. The Sand Lizardfolk, on the other hand, are a uniquely Vrashyni subrace adapted to desert life.   Bog Lizardfolk
You are adapted to hunting in the swamps of the Mycelian Collective, where your unique brain chemistry gives you immunity to the Myconid spores that drive lesser races to the brink of insanity. You have green scales, yellow eyes, and an elongated snout with large, sharp teeth.   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 (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.   Swamp Hunter You can hold your breath for up to 15 minutes at a time and have a swim speed of 30 feet.
  Sand Lizardfolk
Believed to be an ancient offshoot of Lizardfolk that lived on Meotyi before the Tabaxi and Frogfolk arrived, the Sand Lizardfolk now live in the arid terrain of Reptyz. You have greater political aspirations than your instinct-driven swamp counterparts and also differ in appearance, sporting a burnt yellow hide, dark red eyes, a blunt snout, and a spiky hide.   Collective Survival You possess the natural ability to pass energy to weak compatriots. At the beginning of a short rest, you may choose a creature you can touch. You may give that creature a number of your hit dice less than or equal to your constitution modifier. Any unused hit dice given in this way disappear at the end of the short rest. Once you’ve used this ability, you can’t use it again until you finish a long rest.   Forked Senses You can flick your forked tongue to taste the air, extending your perceptive abilities. Your passive perception and investigation each increase by 5 and you have blindsight to 30 feet.
 

Appearance

Covered scales from head to foot, Lizardfolk cut a terrifying figure among the bog reeds and sand dunes of Vrashyn. Lizardfolk are of similar height and weight to humans if you don't include their tails. This cold-blooded race shuns clothing and finery that would interfere with their ability to hunt in their natural habitat. Though similar in appearance to Dragonborn, Vrashyni Lizardfolk have no draconic ancestry; instead, they evolved from other reptilian creatures. As a result, they have neck frills and forked tongues instead of horns and breath weapons.  

Culture

Lizardfolk are obsessed with survival and have no use for the subtleties of language, emotion, and abstract thought unless they're needed to survive. This suits them just fine because Lizardfolk believe that these indulgences make other races weak. This outlook is particularly strong among the Bog Lizardfolk, who are individualistic survivalists by nature. On the other hand, Lizardfolk from Reptyz have been fighting a guerilla war against the Satysr of Mikolosi for over a century, and their oppressive circumstances have given them a greater appreciation for solidarity. The Lizardfolk of Reptyz are the originators of Hierophy. The religion is followed by almost everyone who lives there, though religious doubters must often be assuaged with shows of divine power by the priesthood.  

Upbringing

Lizardfolk lack concepts of romance and family life. Lizardfolk children are expected to survive on their own from almost the moment they are born, though their parents go to great lengths to find a relatively safe place to hatch their eggs. Complex family structures never evolved in Lizardfolk societies because even their newborns are remarkably resilient and self-sufficient. They have long memories where emotions and pain are concerned and usually had a painful formative experience in their early life that informs their tendencies as adults. Lizardfolk names on Vrashyn feature less common consonants like z and x, and are rarely more than two syllables long.  

Relations with Others

Because they are not a rival for the attention of the dragons other reptilians serve, Lizardfolk have a positive relationship with both Kobolds and Dragonborn. The Dragonborn often send their soldiers to help defend the border of Reptyz and integrate into lizardfolk religion and culture. The Bog Lizardfolk rely on the Mycelian Collective to maintain the safety of their habitat. In return, they refuse to prey on those touched by the hivemind. Those who live in sewers The Sand Lizardfolk are blood enemies of the Satyrs that seek to subjugate them and occasionally make common cause with the Elves of Siligond to fight them.

Racial Features

Ability Score Increase Your Constitution score increases by 2.   Age Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.   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.   Size Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.   Speed Your base walking speed is 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.   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 (minimum of 1) equal to your Constitution modifier, and you can’t use this trait again until you finish a short or long rest.   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.   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.   Languages You can speak, read, and write Common and Draconic.
Population Map
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