Lizardfolk
Calm until conflict unleashes their startling ferocity, Lizardfolk follow an ancient creed of survival of the fittest that has preserved their people while countless civilizations rose and fell
Orc
Ability Score Bonuses
Stats
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Value
–
–
+2
–
+1
–
Physical Characteristics
Average Height: 5.5′ – 6.5′
Average Weight: 200 – 280 lbs.
Size: Medium
Lifespan: <60 years
Speed: 30′
Race Information
Languages: Common & Syrkish
Homeland(s): Shokur
Skill Proficiencies: Any 2 of the following: Animal Handling, Nature, Perception, Stealth, & Survival
Typical Alignment: Any
Culture & Society
Fierce and bestial in nature, the Lizardfolk represent the fierce savagery of the natural world. Their society is built completely around the ages old concept of survival of the fittest. As brutal as the Lizardfolk may seem to outsiders, there is truly no malice or cruelty inherent in them. It is their belief that through this practice their people will continue to evolve and survive. A concept that has been proven true on numerous occasions as other cultures have risen to power and fallen to ash across the millennia. The Lizardfolk have remained steadfast and thriving through it all.
Most Lizardfolk maintain a very calm demeanor during normal interactions. It is only during times of conflict or stress that their ferocious side is unleashed. Typically, these outbursts are incredibly violent and short in nature, after which they revert to their more relaxed bearing.
Because of their scaled hide and profile many outsiders mistake Lizardfolk for a distant relative of Dragonborn or Kobolds. They are, however, a completely unique race created by the pantheon alongside the other primal races at the dawn of time. The scales of the Lizardfolk reflect the verdant and tropical climates that they inhabit with shades of green and brown in a wide array of patterns.
The Lizardfolk aren’t common outside of their homelands, but they are seen on occasion throughout most of the warmer parts of the realm. Unfortunately, their physiology makes cold climates difficult for them to withstand.
Racial Traits
- Bite Attack – 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 ld4 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.
- 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.
