LizardfolkThe Lizardfolk of the Sauur are cold and calculating, they view the world as predator and prey. Spending much of their lives training so as to not be prey. They seem to be intelligent and will occasionally make friends with apelings and tabaxis, though they always come across as strange and are said to have alien minds.
Their homes in the Saaur Desert are made of the bone and hide of those they and their kin have slain, it is a mark of pride to have a large house, as it means your family has slain many foes and therefore should be feared. The leader of a community is he with the largest house. For the most part they view the rest of the world with and indifference verging on pity. For they were born as a lesser race. The Lizardfolk will often battle with the Loxodons, as slaying one provides a large amount of natural resources for house building, as well as their desire to move from the desert into the area currently occupied by the loxodons.
They find the Pantathian serpents distasteful, and see them as giving a bad name to scales and as abomination. If a Lizardfolk sees a group of pantathians they will almost certainly attempt to kill every last one of them, even the children, so as to “put the serpent out of its misery”.
Lizardfolk NamesLizardfolk take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual's notable deeds or actions. For example, Garurt translates as "axe," a name given to a lizardfolk warrior who defeated an ore and claimed his foe's weapon. A lizardfolk who likes to hide in a stand of reeds before ambushing an animal might be called Achuak, which means "green" to describe how she blends into the foliage.
Lizardfolk make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.
Lizardfolk Names: Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)
Lizardfolk TraitsYour lizardfolk character has the following racial traits.
Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Lizardfolk reach maturity arqund 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, and 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 (minimum of 1) equal to your Constitution modifier, 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.
Lizardfolk Quirksd8Quirk
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1 | You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable! |
2 | You sleep best while mostly submerged in water. |
3 | Money is meaningless to you. |
4 | You think there are only two species of humanoid: lizardfolk and meat. |
5 | You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades. |
6 | You still don't understand how metaphors work. That doesn't stop you from using them at every op· portunity. |
7 | You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with. |
8 | You enjoy eating your food while it's still wriggling. |
Lizardfolk SpeechLizardfolk can master Common, but their mindset results in a speech pattern distinct from other humanoids. Lizardfolk rarely use metaphors. Their speech is almost always literal. They might pick up idioms, but only with some difficulty. Names confuse them, unless they are descriptive. They tend to apply their own naming conventions to other creatures using Common words. Liiardfolk use active verbs to describe the world. A lizardfolk in cold weather might say, "This wind brings cold" rather than "·I feel cold." Lizardfolk tend to define things In terms of actions, rather than effects.