SRD‎ > ‎Reference Site‎ > ‎Fantasy House Rules‎ > ‎Character Creation‎ > ‎Races‎ > ‎Races with Level Adj‎ > ‎

Lizard Folk

Lizardfolk are reptilian humanoids typically standing from six to seven feet tall. Their scales are normally dull, earthy colors such as green, brown, or gray. They have a tail for balance, which measures three to four feet long. Typical weight is between 200 and 300 pounds. There are several species of lizardfolk however, and these can range from 3-foot-tall pygmies to 9-foot-tall giants. 

Society
Lizardfolk society is primarily patriarchal, with the strongest member normally in charge. Shamans are typically counselors, and normally do not lead tribes. Wherever they make their home, survival is the main priority for any lizardfolk. Lizardfolk mostly worship the deity Semuanya, whose main agenda is the reproduction and survival of the species.

Physical Qualities
Lizardfolk are bipedal reptiles that have a humanoid body shape. Their heads look very snake-like and often they have large bony crests that run from the tops of their head down to their tails. Lizardfolk tails are thick and supply balance, but are otherwise useless. Lizardfolk come in many varities of scale color, but the most common are Greenscales and Blackscales. With most other Lizardfolk being shades of these two colors.

Playing a Lizardfolk
Player lizardfolk tend to be friendlier with other races, although they still tend to start all relationships with them from a stance of distrust. Regardless of other factors lizardfolk have a tendency to react savagely to things that annoy or hurt them. This can cause violent outbursts at inappropriate times. Lizardfolk are also very territorial by nature, and so they become very possessive of their belongings and will quickly defend them if they feel they are in danger or that something will try to take it from them. Though a strong resemblance exists Dragonborn and Lizardfolk usually do not get along well.  As Lizardfolk see Dragonborn as too pompous and Dragonborn feel lizard folk are too primitive. Lizardfolk have a strong hatred for Yaun'ti.  As many Yuan'ti seek to enslave lizard folk as guards and laborer. They even use them for strange psionic experiments. 

Lizardfolk are naturally carnivorous and normally hunt in their surrounding swamps for wildlife to eat. Lizardfolk will eat any sort of meat they can find, although they prefer it fresh and take pleasure in hunting it themselves. Lizardfolk enjoy their food raw and occasionally alive, although they have been known to eat it cooked if they must. They can eat almost anything without prejudice including insects or undead. Lizardfolk do not delineate the use of particular names for each gender, therefore any name may be given to a male or female without consideration for thier sex.

Lizardfolk Characteristics: Curious, Possessive, Violent, Savage, Proud

Lizardfolk Names: Ssena, Gussh, Hazorduss, Vasculuss, Lass

Racial Traits

+2 Strength, +2 Constitution, +2 Dexterity, -2 Intelligence.

Medium size.

A lizardfolk’s base land speed is 30 feet.

Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 1d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.

Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 2 + Int modifier (min 1).

Lizardfolk have a +4 racial bonus on Acrobatics or Athletics.  

Racial Feats: A lizardfolk’s gains the endurance feat.

Iron Guts:  Lizardfolk have a +2 save to ingested poisons and a +4 bonus to ingested sources of disease. They also gain a +2 bonus whenever a save is against the sickened or nauseated condition. 

Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.

Scaly Hide: +3 natural armor bonus.

Natural Weapons: 2 claws (1d4) and bite (1d4).

Hold breath: You can hold your breath for 10 rounds (rather than 5 rounds) before you need to make and endurance checks. Additionally, you don't need to make endurance checks to hold your breath in strenuous situations.

Swamp Walking: You ignore difficult terrain caused by bog, mud, or shallow water.

Saurian Nature: While partially civilized you still feel the call of your wild animal blood. At the time of character creation choose either the Nature or Stealth skills. You recieve a +2 racial bonus to your chosen skill.

Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.

Favored Class: Tribe Shaman, Ranger, Fighter, Barbarian

Level adjustment +1.

Alternative Racial Feats

The following alternative racial feats can be swapped out for any of the above feats. 

Bog Cloud
Some lizard folk are born with a special sac in their guts that allows them to expel a foul smelling cloud. This acts exactly as a stinking cloud spell.  They are able to do this effect 1/ day / 2 HD. 

Marsh Blessing
Some lizard folk are born with special restorative powers.  They can use fast healing 1 for 1/ round per HD/ day. This can increase to fast healing 2 if in swampy environments and double duration. 

Poison Spittle
A special gland in the lizard folk mouth oozes a poison.  They may do a a poison attack with their bite for 1 con dmg +1 / 5 HD and stunned for 1 round. DC = 10+ lizard folk HD+ con mod. 

Resist Poison
You gain a +4 bonus to poison saves increasing by +1 / 2 HD. At 20 HD you gain immunity. 


Tail Lash
You have learned to use your tail to do damage in battle. You may do a tail attack once per round doing 1d4+str mod pts. of dmg / 6 HD.

Tail Slap
You are able to knock opponents prone with your tail.  You may perform a trip combat maneuver with your tail. 

Racial Variants

Blackscale: Larger and more barbaric, with dark scales and an affinity towards acid. Size Large,  1d6 bite / claw, Tail Lash. Only +2 Racial bonus to Acrobatics. 

Dark Talon: toughened by alchemical infusions of black dragon blood. They seek to conquer lands controlled by other humanoid races. Half Dragon Template +2 ECL.

Emperius: Demon-blooded lizardfolk who often rule tribes of their non-fiendish kin. Serve the demon lord Sess'Innek. Add Fiendish Template. 

Poison Dusk: Smaller, chameleon-like lizardfolk who frequently utilize poisoned arrows. Small, No Str Bonus, but +4 Dex. Chameleon Skin (Ex):  can change their skin color to blend into their background. They receive a racial bonus of +10 to Stealth checks. The ability lasts 1 minute / 2 HD. 

Su'nna: Psionic lizardfolk. Gain Wild Talent feat, +2 Con, +2 Dex, no Strength bonus and no Int penalty.

Solastas: Found in the Ilysador these lizard folk were once slaves, but are now free. They are more civilized than most lizard folk. +2 to Charisma based skills.


Comments