Basically Lizardfolk

With lizardfolk, we get into the territory of generic humanoid monsters that are more than mere cannon fodder. They’re not sophisticated, but they are significantly tougher than goblins, kobolds and orcs. According to the Monster Manual flavor text, their most salient behavioral trait is their territoriality, followed by their generally acting like South Seas cannibals in a movie from the 1940s. On the flip side, the text does acknowledge that lizardfolk may occasionally form alliances with outsiders, but we’ll set that aside, since it’s not going to influence their combat tactics.

Lizardfolk, like orcs, are brutes: average Dexterity, high Strength and Constitution. They’re also proficient in Perception and Stealth, and they’re more or less amphibious—they can’t breathe underwater, but they can hold their breath for up to 15 minutes, and they can swim as fast as they can move on land.

Based on this information, the most likely lizardfolk encounter scenario will be with a group of scouts patrolling the outskirts of their territory. They’ll be alert to intruders—it’s why they’re out there. Once they notice intruders, they’ll start stalking them (either from cover to cover, if on land, or underwater, if in a swamp), until they’re close enough to attack. Then they’ll strike first, with surprise.

The MM stat block says, “The lizardfolk makes two melee attacks, each one with a different weapon” (emphasis mine). The choices available are Bite, Heavy Club, Javelin and Spiked Shield. Honestly, the only combinations of these that don’t strike me as silly are club/shield and javelin/shield. The lizardfolk’s upright human physiology makes the idea of their lunging to bite absurd, let alone lunging to bite while swinging or thrusting a melee weapon at the same time. Of course, it’s all cosmetic, since every one of the lizardfolk’s attacks has the same attack modifier (+4) and the same damage (1d6 + 2); the only difference is whether the damage done is bludgeoning (the club) or piercing (everything else), and even that isn’t a real difference unless a PC is covered by a magic item or spell that provides resistance to one type of damage and not the other. Anyway, let’s just say that a lizardfolk’s Attack action consists of one weapon strike and one shield bash and leave it at that.

Lizardfolk don’t have any feature that grants them bonus actions or unique reactions, and their Intelligence is low, so we can assume that they fight like primitives: they pick an enemy, they bash that enemy, and they keep going until the enemy is dead or they’re seriously wounded (8 hp or fewer). At that point, whether they keep fighting depends entirely on whether or not they’re within their own territory. If they are, they keep fighting to the death. If they’re not—if they were scouting beyond their borders, or if they were on a raid—they Disengage and retreat toward their own territory at full movement speed. They also Disengage and back off if attacked by two or more enemies at once, but they don’t flee the battle; instead, they look for an opportunity to re-engage with just one opponent. Instinctively, they always attack from the direction of their own territory and position themselves with their backs toward it. They may ambush, but they don’t flank.

Basically

Long-range weapon attacks confuse them, and magic awes and terrifies them. A lizardfolk shot by an arrow or crossbow bolt behaves the same way as one being attacked by two melee opponents; regardless of where the shot came from, it instinctively moves in the direction of its territory. (If it’s already within its territory, it moves toward the center of that territory.) Depending on the type of spell, the damage it does, whether the lizardfolk can see the caster and whether they can get to him or her, they’ll either try to rush the caster or run for their lives. Rushing is more likely if they can see the caster, the spell does no more than light damage (5 hp or less) and/or there’s no other PC in the way. Running is more likely if they can’t tell where the spell came from, the spell does serious damage (14 hp or more) and/or there are too many enemies between themselves and the caster.

Lizardfolk will never surrender voluntarily: they assume that they’ll be killed. However, lizardfolk who are subdued and captured are impassive about it and will talk to their captors, if any of them speak Draconic, without sullenness or bluster. That being said, they’ll also turn against their captors in a heartbeat if their chances of success look good. An unarmed lizardfolk will bite, as well as grab the nearest handy object to use as an improvised weapon.

A lizardfolk shaman is basically a reskinned druid. It’s distinguished by its spellcasting and shape-changing abilities, the latter of which is restricted to the form of a crocodile. That’s pretty good, compared with most of the spells the lizardfolk shaman can cast, but one of its spells is so effective, the crocodile form has to be considered a secondary self-defense measure.

See I always had this great concept (in my mind at least) for a lizardfolk ranger that was basically a Cajun chef that hunted all his own ingredients. Thick accent, big spoon, every 'crazy bayou dweller' stereotype you can think of, and entirely motivated by hunger. Basically, few fools only can look up to the Lizard folk 5e after that they don’t see anything else more than scaly humanoids. Their physical shape is notwithstanding and this d&d lizardfolk have more in the common with iguanas or the dragons than they can do with the humans, elves and also the dwarves. Mar 04, 2009 Great! One more question — on The Witcher ’s Continent, there are two distinctly looking races, vrans (basically Lizardfolk) and werebbbubbs (little beaver-like humanoids). What I mean to ask is if there is any race like werebbubbs in this world?

The crucial spell is conjure animals, which requires concentration and therefore prevents the lizardfolk shaman from casting its other most potentially effective spell, entangle. But by itself, conjure animals should give a party of PCs pause. It allows the shaman to summon one CR 2, two CR 1, four CR 1/2 or eight CR 1/4 reptiles. There’s no CR 1 reptile in the MM, but check out the other options:

  • One swarm of poisonous snakes
  • Four crocodiles
  • Eight constrictor snakes
  • Eight giant lizards
  • Eight giant poisonous snakes

I’m not even going to break this down with game theory the way I usually do, because your decision here should be based entirely on the emotional reaction you want to elicit from your players: do you want icky-creepy-get-it-away-from-me (one square full of writhing Danger Noodles), moderate freakout (four Murder Logs) or full-scale panic attack (eight king cobras)?

(OK, one teensy bit of game theory: A single CR 2 monster is worth 450 XP, whereas four CR 1/2 monsters are worth 400 XP but will probably also bump up the monsters’ adjusted XP by one encounter multiplier level—see the Dungeon Master’s Guide, p. 82—and eight CR 1/4 monsters are also worth 400 XP and will probably bump up the AXP by two encounter multiplier levels. From the caster’s point of view, therefore, “more” trumps “better,” unless the lizardfolk group already consists of 15 or more individuals—11 or more against a party of six or more PCs.)

Therefore, the first thing the lizardfolk shaman is going to do, once an encounter commences, is cast conjure animals to call up Nag, Nagaina and the rest of their posse. After that, the shaman won’t enter melee combat—not that it couldn’t, being just as strong and tough as any other lizardfolk, but unlike them, it’s smart enough to know that if it took a solid hit, its concentration could be broken, and then there’d go the cobras. Instead, the shaman will lob produce flame cantrips (which will do 2d8 fire damage rather than 1d8 because the shaman is a level 5 spellcaster) at any enemies within 30 feet. Its fellow lizardfolk, incidentally, won’t be afraid of this magic—on the contrary, since the shaman is on their side, they’ll be feeling extra-bold and will be much more likely to rush an enemy caster rather than run from him or her. They’ll also become mighty salty if anyone dares to assault their shaman.

Speaking of enemy casters, if one makes the mistake of coming within 30 feet of the lizardfolk shaman, it will cast thorn whip and yank him or her forward, so that the other lizardfolk can pound him or her into jelly.

What if the shaman is targeted by a ranged attacker? It will still be caught off guard, but its greater mental flexibility will allow it to come up with a purposeful response. If its concentration isn’t broken, it will send a couple of the king cobras (or whatever creature it summoned) after the PC who shot it. If its concentration is broken, its main contribution to the battle has just been negated, and until it takes care of that archer or crossbowman, there’s not a lot more that it can do: most of its spells don’t have great range. But since its fellow lizardfolk are useless against ranged attackers, the shaman has to take care of the problem itself. In a swamp, it can Change Shape into crocodile form, submerge and go after the shooter. In jungle, this won’t work, because a crocodile has only 20 feet of movement speed over land, so an archer can easily keep his or her distance. The shaman will be forced to conclude that the battle is going south and cast fog cloud, either to cover the lizardfolk’s escape (if they’re outside their territory) or to enshroud the PCs so that the lizardfolk can reposition themselves more advantageously.

In general, any time a battle outside their territory goes badly for the lizardfolk—say, at least half of them seriously wounded—the lizardfolk shaman will cast fog cloud to help them get away. (Inside their territory, the shaman will have already cast fog cloud on the PCs first, to allow the lizardfolk warriors to sneak up on them quickly.) If the fog cloud is dispelled (by gust of wind, say) while the lizardfolk are retreating, the shaman will follow up with plant growth to slow their pursuers even further. (What about entangle and spike growth? Their utility diminishes significantly in a swamp or jungle, where the terrain is already difficult. And the fact that they also require concentration forces a choice between one of them and conjure animals or fog cloud, which are clearly superior.)

The lizard king/queen isn’t complicated at all. Mostly, it’s a bigger, badder lizardfolk. For its Multiattack, it can Claw/Bite, Trident/Bite, or Trident/Trident. Let’s get real: If you’re leading a bunch of tribespeople carrying clubs and shields, are you going to go out there and chew on your enemies? No, you’re going to go out there with an even more impressive weapon and show everyone how it’s done. Your trident does more damage than your bite (assume that it’s wielded two-handed, since the stat block makes no mention of a shield), and besides, your Skewer feature only works with the trident. Of course you’re going to use the trident for both attacks!

There is one other detail to note about the lizard king/queen: its immunity to the frightened condition. We can infer from this that the lizard king/queen ain’t afraid of nothin’ . . . least of all Trawiodol the Uncanny’s dancing lights. The Royal Reptile isn’t going to run from a caster, ever. No, it’s going to single the caster out for special pointy attention, just to show all the other lizardfolk why it’s the boss and they’re not.

In summary:

  • Lizardfolk use Stealth to approach within 30 feet of their enemies, then attack with surprise. (If a lizardfolk shaman is among them, it casts fog cloud to blind the PCs so that the other lizardfolk can sneak up on them more easily.)
  • On their turn, ordinary lizardfolk attack once with either a heavy club or a javelin and once with a spiked shield. A lizard king/queen attacks twice with a trident, using its Skewer feature on its first hit of the turn.
  • Lizardfolk Disengage (action) and retreat temporarily (move) if attacked by more than one enemy or if shot by a ranged attacker.
  • Ordinary lizardfolk are freaked out by enemy spellcasters and will either rush them (if they can see the caster, the spell does 5 hp damage or less and/or there’s no other PC in the way) or run away (if they can’t tell where the spell came from, the spell does 14 hp damage or more and/or there are too many enemies between themselves and the caster). If they have a lizardfolk shaman among them, they’re more likely to rush an enemy caster or anyone who attacks their shaman. A lizard king/queen will aggressively attack any enemy caster.
  • Lizardfolk losing a battle outside their territory will Disengage (action) and retreat back toward their territory. Lizardfolk losing a battle within their territory will fight to the death.
  • A lizardfolk shaman, on its first turn, will cast conjure animals, summoning either eight giant poisonous snakes, four crocodiles or one swarm of poisonous snakes. On subsequent turns, if it can reach an enemy caster with thorn whip (range 30 feet), it will yank the caster forward where other lizardfolk can attack it. Otherwise, it will cast produce flame (2d8 fire damage) at targets within 30 feet.
  • If a lizardfolk shaman is hit by a ranged attacker and its concentration on conjure animals isn’t broken, it will send its summoned creatures to attack the shooter. If its concentration is broken and the terrain is swampy, it will Change Shape into a crocodile and swim through the water to pursue the shooter. If the terrain is jungle, it will cast fog cloud to enshroud the PCs and allow the lizardfolk to reposition themselves.
  • A lizardfolk shaman will cover its group’s retreat with fog cloud; if fog cloud is dispelled, it will cast plant growth to slow its pursuers.

Next: Gnolls.

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Basically Lizardfolk

Overview- Lizardfolk are, on average, larger and stronger than average human beings. They aren't as intelligent as humans, and they don't possess as much eye-hand coordination or memory retention. Thanks to their tails, however, they have better balance and are better at swimming than humans. They are also more difficult to injure, but have far less stamina than humanity. Additionally, the limbic system and r-complex of lizardfolk are several times as powerful as those of humanity (especially the r-complex), resulting in greater drives and desires for base functions. This comes at the cost of much of the function of the neocortex.

It should be obvious that lizardfolk are excellent front line soldiers. With more strength and constitution than an average human, they ought to make great fighters. At home, they are excellent hunters and fishers, and can apply their hunting skills to aid whatever party of adventurers they may join.

Basic Biology[edit]

These features are common to lizardfolk:

Skin- Lizardfolk are covered with keratinous scales over their entire body. On average, this protects them as well as a suit of light leather armor would protect a human. Some species have small spikes protruding from their skin at points, but these are never significant enough to count as extra armor and are for decorative purposes only. As reptiles, the lizardfolk don't sweat, and this is reflected in the composition of the skin. Some species are known to have been magically manipulated to have harder scales. For most species, their natural armor is sufficient to protect against small cuts and bruises, as well as some insect bites, but is of relatively little use when it comes to surviving attacks from a sword, spear, or arrow. Lizardfolk scales tend to be thickest on the hands and feet, and thinest on the eyes. Skin colors range from green (which is the majority color) to brown, and even black in some cases. For the most part, their skin coloration helps the lizardfolk blend into the environment. A few species of lizardfolk are chameleonic, but those are very much the exception. There are even some rare albino lizardfolk, as well as those who are colored tan (similar to humans.)

Senses- Lizardfolk have a keen set of senses, including eyesight. Lizardfolk vision is better than human vision at seeing moving objects, but inferior when it comes to seeing still ones. The eyes of lizardfolk come in a many different colors; red and green are the most common hues, but gold, orange, and blue eye colors are also present. The pupils of their eyes are shaped like a vertical slit; similar to a crocodile's eye (which looks sort of like a cat's eye.) Some species have a second eyelid, but these species are very much the exception. Lizardfolk can hear lower pitches than humans can, but cannot hear a higher pitch sound. They also have a superior sense of smell to humans. Their sense of touch is also at least as good as that of humanity's and some species can even sense sudden or minor changes in water pressure if they are swimming. The lizardfolk have an average sense of taste, roughly on par with that of a human's.

Teeth and claws- In addition to natural armor, lizardfolk have natural weapons; their teeth and claws can cause an average of 1d4 damage. While this might be a useful attack against small animals and weaker opponents, it serves relatively little use in combat against armed foes. Their claws are useful in climbing. A majority of the lizardfolk have five fingers (with an opposable thumb) and four toes, with three main digits on each foot and a smaller spur off to the side (in some species.) They are better than climbing trees than humans are, as their claws help them to grip wooden surfaces better. It is also worth noting that lizardfolk can kick with the claws on their feet as well as slash with the claws on their hands. In addition, the lizardfolk have sharp teeth, with few blunt edges. As a result, chewing is harder for them than it is for humans; chunks of meat are often swallowed whole.

Cold-blood- Lizardfolk are ectothermic, which means that they require heat from their surroundings in order to keep their metabolisms running. They become sluggish in cold environments and can overheat more easily than mammals do in a hot climate. In a cool climate, a constitution check needs to be made over 6 hours, or else the lizardfolk will take nonlethal damage. The specifics of the constitution check and the nonlethal damage are up to the DM. In very hot environments, the same nonlethal damage applies. (In addition to normal damage as described in the D&D rules for heat and cold.) Being cold-blooded means that lizardfolk use anaerobic respiration when they exert themselves, and they cannot metabolize the build-up of lactic acid as fast as humans. Hence, the lizardfolk have inferior endurance compared to humans. In a long fight, a lizardfolk will tire faster than a human and will probably retreat if the fight isn't won in a couple of minutes.

In order to heat up, lizardfolk spend time basking in the sun. To cool down, they have to spend time in cool water or in the shade.

Pulmonary and Circulatory systems- Lizardfolk have 4-chambered hearts, and alveoli in their lungs. Their lungs are quite efficient and have a high capacity, enabling them to hold their breathe for a long time.

Sleep Cycles- Lizardfolk are diurnal, meaning that they are awake in the day and asleep at night. An average lizardfolk requires an average of 8 hours of sleep.

Diet- Paludian lizardfolk are carnivores with little to no capacity for consumption of plant matter, outside of medicinal herbs. Commonly caught prey includes fish, amphibians, small lizards, mammals of all sizes, birds, and on occasion, crocodiles. Only a very few tribes (less than 10%) would eat human meat under normal circumstances, though all tribes would be willing to do so if they faced starvation. Food shortages aren't uncommon, and starving lizardfolk will do almost anything to survive.

Basically

Fertility- Exact fertility numbers are unknown, but it can be said that when a lizardfolk female reaches the age of fertility, she will spend at least a quarter of her life from that point on carrying the next generation. This correlates to at least seven children per female. Of course, the mortality rate for children is very high, with only about 1 in 3 children surviving to adulthood.

Limbs- All lizardfolk have four limbs with claws on their digits. The lizardfolk's legs are larger and stronger than their arms. Some species have webbing in two or four of their limbs, while others have none. Contrary to common mythology, the lizardfolk races generally cannot naturally regenerate limbs or digits (with some minor exceptions), but some tribes do possess magic spells which can make regeneration possible.

Reproduction- While lizardfolk can mate for procreation at all time of the year, there is a special time of the year in mid-spring in which the females are especially receptive and eager. This time is referred to as 'heat.' Lizardfolk are oviparous, meaning that they lay eggs, which are often laid in a nest made of grass.

Sexual Dimorphism[edit]

In general, within the same species, male lizardfolk are larger, heavier, stronger, faster, more durable, more resistant to pain, fatigue and sickness, and less easily tired than their female counterparts. (Like most races, gender has no effect on a lizardfolk's statistics.) With very few exceptions, the leader of a lizardfolk tribe, clan, or village is a male; in lizardfolk culture, the purpose of the lizardwoman consorts is to make heirs, not to rule. If a chief were to die and a daughter or wife was his only relative, then the strongest males would fight to see which one of them was the strongest, and the winner would become the new chief.

Injury and Diseases[edit]

Having evolved in an environment full of bacterial diseases, lizardfolk have developed significant resistance to such pathogens. Unfortunately, their lack of exposure to viral diseases has made them just as vulnerable to viruses as they are resistant to bacteria.A healthy lizardfolk who survives the loss of a limb can usually escape lethal bacterial infection in the wound. Viral infection is another matter altogether.

Under periods of stress, a lizardfolk's immune system weakens precipitously, taking a proportionally greater drop in efficiency than a human under the same conditions.

Demographics[edit]

The lizardfolk are in a near-perpetual state of high fertility balanced out by a high death rate. If left alone, the lizardfolk population of a certain area will increase rapidly until it grows to fit the size of its resources. Then, when further growth is impossible based on limitations of food, water, or space, there will generally be either a conflict or a migration, the former happening more often than not. Due to low life expectancy and a high fertility rate, the population of any lizardfolk settlement tends to be young.

Settlements that are located near a good supply of food but have insufficient room for accommodating a large population often spawn satellite villages surrounding a main town. It should be noted that this setup is rare, due to the fact that most lizardfolk villages are rarely located near enough food to support several settlements.

Common lizardfolk[edit]

These lizardfolk are the basic kind seen here. Like most humanoid races, the average male is larger, heavier, stronger, and more durable than the average female. The common lizardfolk are the most numerous type of in Paludia, forming a plurality of the entire lizardfolk population in Paludia.

The common lizardfolk live in the more isolated parts of the marshes and jungles of Paludia, and as such, have less access to trade and commerce than the lizardfolk who live next to major rivers and waterways. Their living in the densely forested parts of the jungles and marshes has made them good at climbing trees, and invaders who trespass on their territory can expect to be attacked by vicious warriors dropping down from the understorey.

Here is a picture:[1]

Crested lizardfolk[edit]

The second most common type of lizardfolk, these denizens of the swamps and jungles have long crests running down the lengths of their heads. They are similar to common lizardfolk with a few other key differences. First, they have longer feet and toes and a spur on the side. This makes it somewhat harder for them to balance and jump than it is for regular lizardfolk to do. They also have a fin on the end of their tail. This species evolved near the water, and thus is naturally inclined for swimming. They get a +6 on swimming, but only a +3 on jump and balance checks.

Their presence near the water has enabled the crested lizardfolk to take advantage of sea-borne trade, and as a result, a plurality of lizardfolk traders and merchants are crested ones. The first lizardfolk seen by foreign traders are often crested lizardfolk, and their habits and settlements have often formed the perceptions of lizardfolk by sailors and merchants. These lizardfolk are commonly depictedin drawings in foreign lands most often, and a majority of lizardfolk who travel abroad or even take the rare step of becoming sailors on foreign vessels are indeed crested lizardfolk.

While the amount of wealth possessed by the common lizardfolk is greater in absolute terms, the amount of wealth per capita among the crested lizardfolk is the greatest among all lizardfolk in Paludia. Crested chiefs are more likely to enjoy foreign luxuries, crested champions sometimes have weapons shipped in from abroad to arm themselves with, and crested princesses are the most likely to own golden jewelry. Even so, the crested lizardfolk are still on average poorer than almost all other humanoid species.

The cause behind this greater wealth isn't because of greater intelligence or strength, but the root cause is biological. While all lizardfolk are good at swimming, the crested lizardfolk are adept at it. This has given them greater affinity with the water, and with affinity comes the ability to navigate up the many rivers and waterways of Paludia. This, in turn, has put them into an excellent position to trade, at least in comparison with other lizardfolk.

Torvadian lizardfolk[edit]

Torvadian lizardfolk are a wilder species of lizardfolk who have stronger jaws (whose bites cause 1d6 damage) than most other lizardfolk, but are shorter (rarely over 6 feet) and slower than the common lizardfolk. Their skin color tends to be brownish-orange, and is somewhat softer than that of common lizardfolk (natural armor bonus +3) They also tend to be less intelligent (intelligence -4.) These lizardfolk are often taken as slaves; a prominent example of this is in the city of Lixus.

These lizardfolk have little access to to magic; most of their magical skill is in one class, the shaman.

The Torvadian lizardfolk are among the poorest in all of Paludia, due to their low cognitive capacity.

Amnisian lizardfolk[edit]

These lizardfolk live in underwater caves and swim through underwater rivers. They have the ability to breathe air and water, have webbed limbs, and they possess darkvision, as well as a second eyelid, but they are much weaker than other lizardfolk. The males only stand about 5'6, the females, 5'0. They have a +10 bonus to swimming, but no jump or balance bonuses. They have a natural armor bonus of +2. The Amnisian lizardfolk can live on land, but rarely do so; they usually mate, lay eggs, and raise their children in the water.

Names

As a result, there are few Amnisian villages; most tribes live in small bands underwater, and live off of a diet of fish. On land, the Amnisian lizardfolk are slow and easily tired. The Amnisian lizardfolk have little knowledge of civilization, but they do have a primitive writing system; on land, they often press their claws into mud to form symbols, or else scratch symbols into soft materials. The Amnisian lizardfolk are very primitive, even by lizardfolk standards; they seldom use any weapon or tool that is more complicated than a wooden fishing spear or stone knife.

Basically Lizardfolk Meaning

Due to their isolation, Amnisian lizardfolk have little to no concept of money, and as such, are excluded from most economic activities.

Lorcatian lizardfolk[edit]

In the distant past, an evil Green dragon modified some common lizardfolk to become more heavily armored warriors. Thick scutes (also known as osteoderms) were placed underneath their scales and another layer of strong but flexible shingles called osteoscutes were placed between the outer scales and the inner scutes. The result was that their natural armor became stronger at the cost of their mobility; they are twice as well-protected as common lizardfolk (+10 AC for males), but only about 3/4 as fast. The green dragon also gave them the ability to regrow limbs and to resist poison attacks. As a result, poison attacks are only half as effective against these lizardfolk. These lizardfolk are very aggressive and will usually attack adventurers on sight.

An interesting feature of the Locratian lizardfolk is that their osteoderms have annual growth rings.

Blackscale lizardfolk*[edit]

Large, black lizardfolk with an affinity for acid. These lizardfolk differ from their other brethren so much that a specific explanation of their abilities is required:

  • +8 Strength, +4 Constitution, -4 Charisma.
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • Darkvision out to 60 feet.
  • A blackscale lizardfolk's base land speed is 40 feet.
  • 8 Racial Hit Dice: A blackscale lizardfolk begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
  • Racial Skills: A blackscale lizardfolk’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, Spot, and Swim. A blackscale lizardfolk has a +4 racial bonus on Balance, Jump, and Swim checks.
  • Racial Feats: A blackscale lizarfolk’s monstrous humanoid levels give it two feats.
  • Weapon Proficiency: A blackscale lizardfolk is proficient with the greatclub and all simple weapons.
  • +7 natural armor.
  • Natural Weapons: 2 claws (1d6) and bite (1d6).
  • Special Qualities (see above): breathe water, resistance to acid 5.
  • Automatic Languages: Draconic, Common. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
  • Favored Class: Barbarian. A multiclassed blackscale lizardfolk's Barbarian class does not count when determining whether it takes an XP penalty.
  • Level Adjustment: +3.

For a picture, see here [2]

Viletooth lizardfolk*[edit]

Lizardfolk who have genetic relations to black dragons, these inhabitants of the swamp possess a poisonous bite. As a result, this race of lizardfolk has the most assassins of any species in Paludia.

Quanak lizardfolk*[edit]

Psionic lizardfolk who stand 6 to 7 feet tall with 3 to 4 foot long tails. They are skilled with poison weapons, especially blowguns.

Quanaks, like their brethren, have a patriarchal society whose primary goal is the propagation of the species. In addition, they also wish to enlighten their barbaric cousins. To accomplish this, they attempt to negotiate with groups of lizardfolk to add them to the quanak tribe. If negotiations fail, they make raids against the lizardfolk, taking the young and females. Because of this practice, the typical quanak dwelling has as many noncombatants as adults, and most of these are nonpsionic females and hatchlings.

Quanaks usually make their homes in swamps and marshes, or in areas with lots of water and vegetation. Their architecture is simple in design, consisting of the local floral, but it blends in with the surroundings. Travelers can come within a hundred feet of a village and never know it was there.

The patron deity of quanaks is Semaunya, whose chief concern is their survival.

For more information, see[3] here.

Lizard King lizardfolk*[edit]

These lizardfolk follow Sess'Innek, the demon lord. They are powerful warriors, and very aggressive. They have been known to conquer tribes of non-demonic lizardfolk.

Here is a picture [4]

Poison Dusk lizardfolk*[edit]

A smaller species, these lizardfolk are known for using poison arrows. See here for a picture[5]

This race is known for using agility over brute strength. That fact alone makes the Poison Dusk special in Paludia.



(*)These are from D&D, not an original creation.


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Basically Lizardfolk Dnd

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