Lizardfolk

Lizardfolk, also known as lizard men, are a race of reptilian humanoids native to Elaris.

Description

Lizardfolk are semi-aquatic reptilian humanoids. Their skin is covered in scales and varied in color from dark green through to shades of brown and gray. Taller than humans and powerfully built, lizardfolk are often between 6 and 7 feet tall and weigh between 200 and 250 pounds. Lizardfolk have non-prehensile muscular tails that grow to three or four feet in length, and are used for balance. They have sharp claws and teeth.   There appears to be some degree of sexual dimorphism among the lizardfolk; females are almost always smaller than males, and invariably have less vibrant coloring. Many lizardfolk males have large crests of contrasting colors—most often red and orange—while females never do. These crests can vary by tribe, as some have fin-like crests that can unfurl from the top of their heads, and others have most of a mane-like frill that furls forward when the lizardfolk is aggressive.   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 are particularly fearful of desert landscapes.

Subraces

  • Lizard King: Rare, demonically infused lizardfolk that are stronger, more charismatic, more intelligent, and far more aggressive and ruthless than average lizardfolk.
  • Frostscales: Creatures that appear to be distantly related to lizardfolk, living far off in arctic regions and having adapted to have similar physical traits to white dragons.

Abilities

Lizardfolk are strong and hardy beings, and their thick scales protect against attack. They can hold their breath far longer than humans can, up to twice as long as an equivalent human. This ability enables them to operate underwater in their marshy homes.   The lizardfolk's tails aid them in keeping their balance and in leaping, and makes them particularly gifted swimmers.

Personality

Lizardfolk have no interest in money or jewels. They also do not much value accumulating knowledge if it is not practically useful. They largely value things based on whether or not it is good to eat. If is is, it quickly gets their attention; if not, it is ignored. Lizardfolk can often become distracted at the appearance of food, even if they are in combat. They are easier to parley with after a meal, and a hungry lizardfolk is completely obstreperous.   Lizardfolk can be highly dangerous when provoked. However, they are not inherently evil; they are simply savage and have a hard time fitting in with the civilized world. Those that venture into towns or cities are often alarmed, frightened, or offended by the environment. Few try to adapt, let along assimilate into Elarian societies. Instead, they feel their part is to learn about "softskin" ways and in turn show them how "real people" live.

Lifecycle

Lizardfolk females lay clutches of eggs, from which their young hatch. The eggs are kept well protected in the tribe's lair. The life of a hatchling is especially hard. Lizardfolk reach maturity within five years of hatching.   As lizardfolk age, their bodies slow down. Most lizardfolk over the age of 60 spend their days lying on warm rocking in the sun. Although lizardfolk age much the same and have a similar lifespan to humans—the oldest reach about 80 years old—it is rare for lizardfolk males to grow old as they usually die in combat long before.

Diet

Lizardfolk are omnivorous, but strongly favor meat when they can get it. According to stories, to the lizardfolk, the most delivious meat is human or demihuman felsh, but this claim is more-or-less unfounded. However, some tribes do consume captives and enemies slain in battle, but more civilized tribes often resist this craving. Meanwhile, ritual cannibalism of deceased tribe-members is customary.   Lizardfolk are quick to consume anything that is edible. For this reason, lizardfolk never keep pets.   When hunters bring back prey, adult lizardfolk eat first, taking what they wish. The young are usually left with the scraps, and more often than not subsist on edible plants forages from around the tribe's lair.

Combat

Most lizardfolk have little interest in battle tactics or strategy, and they fight as a disorganized mass of individuals. Despite their impressive hunting skills, lizardfolk often rely on strength and weight of numbers in battle, and simply charge their foes head-on. At the most, they will try to push foes into water, where lizardfolk often enjoy an advantage.   However, is lizardfolk are being attacked or pursued, or their camps are in danger or their territory invaded, their hunting skills come to the fore and they lay traps, snares, and pitfalls. They organize ambushes and raid enemy supplies. The more advanced tribes attempt more clever strategies and traps. A great many lizardfolk lairs are defended by traps.

Society

Tribal Structure

Lizardfolk gather in tribes. A typical tribe has about 150 lizardfolk, with around 50 males, 50 females, and 50 hatchlings. Another might only have 30-60 adults, with half as many hatchlings and one tenth that number in unhatched eggs.   Lizardfolk society is patriarchal and leaders hold their positions for their strength and power alone. Although challenges for leadership are rarely made, anyone in the tribe can try and seize power from the leader. This will leave the tribe unorganized and vulnerable until a new leader takes charge or the old leader has reasserted their position. Lizardfolk leaders are most often barbarians or even druids. In a tribe, they are assisted by two lieutenants. Many skilled warriors are fightersand barbarians.   Tribal spirituals leaders are typically shamans or clerics of DEITY. Shamans rarely serve as leaders, and by-and-large only offer advice.   Females in the tribes are responsible for hatching eggs, raising young, and maintaining the camp. All the females in the tribe work together to raise the young. They monitor their hatchlings closely, as the young are difficult to handle and tend to wander off, away from the camp and into the wilderness.

Technology

Lizardfolk fashion primitive weaponry and tools from wood, stones, and plants they find in the wetlands. Lizardfolk prefer weapons they can fashion themselves from what is available, and so they tend to be simple and limited in variety. More advanced tribes make use of a wider range of weaponry and shields. Moreover, they will sometimes utilize weapons they find or steal; tribal leaders typically get to use items that have been stolen or bartered from other races. The barbed dart is a weapon unique to the lizardfolk. However, their claws and teeth are often sufficient.   Camps vary in style from tribe to tribe. The simplest are just damp leaves used for bedding, but more developed lizardfolk tribes build crude dwellings.   They do not keep animals as pets or mounts, but rarely a lizardfolk druid might employ their magic to charm a large reptilian creature and ride it into battle.   A species of giant gourds are staple to the lizardfolk culture. These enormous edible fruits are hollowed and dried out by the lizardfolk, making them into oversized containers, often bigger than an adult human in size. These gours are painted, decorated, and used to store various liquids, such as fresh water, fermented alcohol, and small swimming snacks.

Activities

The lizardfolk have no traditions of farming, cultivation, or animal raising, so food is acquired through fishing, hunting, scavenging, or stealing. Those that dwell near other humanoids raid their neighbors for food, supplies, and even slaves. The tribe's survival is its primary, or indeed, only concern. When they feel threatened, or when food shortages will lead to starvation, a tribe will do absolutely anything to guarantee its survival, even committing acts others will see as despicable.   Most lizardfolk are content to live their lives out in the swamps and marshes where they are born but, on occasion, some will venture outside their swampy homes to hunt bigger and more dangerous prey. Sometimes a lizardfolk even desires to know more about the outside world, but mostly to bring knowledge back to their leader. When they do so, lizardfolk rarely travel alone. If they leave the swamp, they will do so in pairs or groups of three. Lizardfolk fea that, without others of their own king to remind them of who and what they are, they will lose their identity and be seduced by the ways of civilization and never come home again.

Culture

When a member of the tribe passes away, they are eated by the others in a ceremonial wake. In this way, they become part of the tribe again, not just figuratively but literally. The heart of the fallen is always eaten by the chief of the tribe or, in the case of the chief's passing, by the next chief.

Language

Lizardfolk speak their own language, which does not have its own name as the lizardfolk feel no need for such a thing, and so by other races it is simply referred to as the language of the lizardfolk. Smarter individuals sometimes learn bits of common. Depending on where they live, lizardfolk might learn other languages like Dwarven, Elven, Gnoll, Goblin, Orcish, or other languages used in their area. Some special groups of lizardfolk who serve under dragons will learn the tongue of that dragon type, most commonly that of black dragons. Most ordinary lizardfolk are illiterate.

Religion

Most lizardfolk worship DEITY, who focuses solely on the survival and propagation of the lizardfolk species. This religion is maintained by clerics and shamans; they bestow DEITY's blessings on the lizardfolk people whenever required. Although they have no shrines or temples, nor even regular ceremonies, lizardfolk are very proud of their religious traditions and their deity. However, DEITY is an uncaring and unfeeling god who dismisses even the suffering of his followers, expecting them to take care of themselves.   Thanks to DEITY's close links to nature, and because lizardfolk are naturally close to the land, ready to take what it gives them, many lizardfolk have no problem shifting to wroshiping nature itself alongside DEITY. This leads to a high number of lizardfolk druids.   However, the lizardfolk had other gods. Their original god was DEITY2, who focused on the lizardfolk themselves. But as DEITY's influence grew, DEITY2's worship declined until he was almost forgotten. He is followed by a bare few lizardfolk.   There is also the cult of DEMONPRINCE, a demon prince who represents dominion and his version of civilization. He seeks to corrupt the lizardfolk, and created the demonic lizard kings to this end; they operate as tribal leaders or shamans. DEMONPRINCE's followers are hostile, territorial, and greedy. They try to convert all other lizardfolk to their cult, or else kill them off, and they attack DEITY's shamans and clerics on sight.

Homelands

Lizardfolk generally inhabit marshes and swamps in the temperate and warm regions of Elaris. The majority dwell in swamps in well-hidden lairs, but around a third of the lizardfolk population actually lair in underwater caves that are filled with air.

Additional Information

Uses, Products & Exploitation

The eggs of lizardfolk are bitter and inedible.   The skin of lizardfolk can be fashioned into armor.

Civilization and Culture

History

The lizardfolk themselves have no written history. Lizardfolk believe they were one of the first humanoid races on Elaris. In their story, lizardfolk have dwelled in the swamps since the beginning and all the civilized races outside had evolved from weak lizardfolk who could not endure their harsh life and left the swamps. Thus, the lizardfolk can look down upon the civilized races as weaklings.   Regardless of the truth of the lizardfolk's origin, it is clear they have an unimaginably ancient culture, virtually unchanged over the eons.

Interspecies Relations and Assumptions

Neighboring lizardfolk tribes will often ally against formidable enemies, even against other hostile lizardfolk tribes.   The relationship of lizardfolk to other races is considered to be mostly that of hunter to prey. Lizardfolk of somewhat more civilized nature understand that other races might know something worth learning, and are ready to parley. Lizardfolk are most likely to negotiate with halflings. Nevertheless, lizardfolk consider themselves stronger and thus better than most other races and therefore think of themselves as "real people". Lizardfolk refer to most of the civilized races as "softskins".   Lizardfolk rarely interact with other races as their swampy homelands are home to few other sentient creatures. Their main competitors in the swamps are bullywugs and tarstori, both of whom the lizardfolk tend to despise. They sometimes serve dominant creatures like dragons or nagas.   In places where lizardfolk raiding parties threaten civilization, interracial relations can be particularly bad. In many of these places, the hunting of lizardfolk can even end up becoming a sport or lucrative business.   In rare events when lizardfolk are aided by members of other humanoid races and become respected among the tribe, robed lizardfolk shamans or clerics create large enchanted amulets of bronze. These items are universally recognized by all lizardfolk and proclaim that the wearer is a trusted friend. The amulet protects the wearer from any and all lizardfolk attacks unless forced to defend themselves. The magics weaved by the lizardfolk are complex magic items that make it instantly apparent if the medallion is copied. Additionally, these amulets are attuned to a specific wearer, making them useless when sold, gifted, or stolen.

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Game Statistics

Custom System
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5th Edition
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4th Edition
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3.5th Edition
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2nd Edition
Ability Score Adjustment. There are no adjustments to the basic ability scores.
AbilityMinimumMaximum
Strength 8 18
Dexterity 3 18
Constitution 6 18
Intelligence 3 17
Wisdom 3 18
Charisma 3 16
ClassMaximum
Fighter 12
‎ ‎ ‎Paladin
‎ ‎ ‎Ranger
‎ ‎ ‎Barbarian
Mage
‎ ‎ ‎Specialist
‎ ‎ ‎Warlock
Cleric 5
‎ ‎ ‎Druid 6
‎ ‎ ‎Monk
‎ ‎ ‎Shaman 7
Thief 9
‎ ‎ ‎Assassin 7
‎ ‎ ‎Bard
Psionicist
  Special Advantages. Lizardfolk can move in water at a rate of 12. They have no movement or attack penalties when in water and receive swimming as a bonus proficiency.   Lizardfolk can remain under water for long periods of time before they need to draw air. In game terms, a lizardfolk can hold his or her breath for up to 2/3 his Constitution score in rounds (rounded up)   Special Disadvantages. Lizardfolk are fairly slow and clumsy on land, having a base movement rate of 6.   Lizardfolk must wet their entire bodies once a day. If they are unable to find adequate amounts of moisture (a full waterskin is enough), they begin to lose Constitution at a rate of 3 points per day. If their Constitution falls to zero, they die from dehydration.   If food (which can include a fallen friend or foe) or treasure appear during a battle, a lizardfolk must make a successful Wisdom check to keep his or her mind on the battle. Failure means he or she turns away from the fight to feast or gather spoils. This distraction lasts at least one round. Every additional round, the lizardfolk can attempt to break away from the distraction by making another Wisdom check.   Lizardfolk warriors start with two weapon proficiencies. Other classes start with one.   Role-Playing Suggestions. Lizardfolk are barbarians. Even those from the advanced tribes are considered savages by the civilized world. When a lizardfolk PC enters a campaign, he or she faces many of the same problems which confront barbaric humans—the ways he or she knows are not the ways of culture and civilization. The lizardfolk character has left the swamps behind, but his or her savage nature remains. Perhaps, as a member of an advanced tribe, he or she has decided to learn omre of the wonders of the civilized world. Once he or she has amassed enough knowledge, he or she will return to his or her tribe to teach them. Or, as a member of a more primitive tribe, the character has been forcefully taken from the swamps and thrust into the outer world. Now he or she fights beside adventurers until he or she can find his or her way home—or just because he or she likes theviolence in which his or her new companions get involved.   Lizardfolk are known for their strength, their natural cunning, and their alien ways. They should be played as true outsiders—not only are they from different lands and primitive cultures, but they are reptilian. Lizardfolk have a much different outlook on the world than mammals. They are born from eggs, they spend much of their life in water, and they are closer to the natural laws of survival than their civilized counterparts. They should be played as alien minds, with alien tastes, and alien perceptions. Often, a lizardfolk will be at odds with his or her companions as to the way to proceed. "Eat-or-die" is often the basic instinct running through a lizardfolk's mind, and this does not always go along with adventurers' ideals of honor, chivalry, and fairness.   As a savage, the lizardfolk PC is in tune with the natural world. This does not mean he or she is an avid protector of nature (as centaurs, for example, are wont to be), but that he or she understands nature's signs and can survive in places others would find inhospitable. Remember also, lizardfolk PCs do not understand civilization very well. They will often be alarmed, frightened, or offended by many of its most common features.   In combat, lizardfolk warriors fight as individuals. The civilized concepts of cooperation and strict planning are unknown to him or her, and he or she will often find his or her own course in any battle. Against equal to lesser opponents, a lizardfolk may charge directly into the fray. When facing superior opponents, a lizardfolk may turn to wily tactics or sheer ferocity. The savage warrior has a few weaknesses, however. He or she can be distracted by food, and simple treasures, even in the midst of battle.   Languages. Lizardfolk, common.   Monstrous Traits. Monstrous appearance, beastial fear, bestial habits.   Superstitions. Lizardfolk fear dry heat and locations with dry heat, such as deserts.   Weapon Proficiencies. Battle axe (stone), great club, morningstar, barbed dart, javelin.   Nonweapon Proficiencies. Alertness, danger sense, direction sense, fishing, herbalism, hiding, hunting, natural fighting, survival (swamps).
Genetic Descendants
Lifespan
80 years
Average Height
6'-7'
Average Weight
200-250 lbs.
Average Length
3'-4' tails