Lizardfolk
Only a fool looks at the lizardfolk and sees nothing more
than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas
or dragons than they do with humans, dwarves, or elves.
Lizardfolk possess an alien and inscrutable mindset,
their desires and thoughts driven by a different set of
basic principles than those of warm-blooded creatures.
Their dismal swamp homes might lie hundreds of miles
from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins
is far greater.
Despite their alien outlook, some lizardfolk make an
effort to understand and, in their own manner, befriend
people of other races. Such lizardfolk make faithful and
skilled allies.
ALIEN MINDS
The lizardfolk's reptilian nature comes through not
only in their appearance, but also in how they think and
act. Lizardfolk experience a more limited emotional life
than other humanoids. Like most reptiles, their feelings
largely revolve around fear, aggression, and pleasure.
Lizardfolk experience most feelings as detached
descriptions of creatures and situations. For example,
humans confronted by an angry troll experience fear on
a basic level. Their limbs shake, their thinking becomes
panicked and jumbled, and they react by instinct. The
emotion of fear takes hold and controls their actions.
In contrast, lizardfolk see emotions as traits assigned
to other creatures, objects, and situations. A lizardfolk
doesn't think, "I'm scared." Instead, aggressive, stronger
creatures register to the lizardfolk as fearsome beings
to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren't
scared of a troll; instead, they understand that a troll is a
fearsome, dangerous creature and react accordingly.
Lizardfolk never become angry in the way others do,
but they act with aggression toward creatures that they
could defeat in a fight and that can't be dealt with in
some other manner. They are aggressive toward prey
they want to eat, creatures that want to harm them,
and so on.
Pleasurable people and things make life easier for
lizardfolk. Pleasurable things should be preserved and
protected, sometimes at the cost of the lizardfolk's own
safety. The most pleasurable creatures and things are
ones that allow lizardfolk to assess more situations as
benign rather than fearsome.
COLD AND CALCULATING
Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as
an apt depiction of lizardfolk.
Lacking any internal emotional reactions, lizardfolk
behave in a distant manner. They don't mourn fallen
comrades or rage against their enemies. They simply
observe and react as a situation warrants.
Lizardfolk lack meaningful emotional ties to the past.
They assess situations based on their current and future utility and importance. Nowhere does this come
through as strongly as when lizardfolk deal with the
dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have once
been a warrior or hunter, but now the body is just freshly
killed meat.
A lizardfolk who lives among other humanoids can,
over time, learn to respect other creatures' emotions.
The lizardfolk doesn't share those feelings, but instead
assesses them in the same clinical manner. Yes, the
fallen dwarf might be most useful as a meal, but hacking
the body into steaks provokes aggression in the other
humanoids and makes them less helpful in battle.
UTILITY AND SURVIVAL
The lizardfolk mindset might seem unnecessarily cruel,
but it helps them survive in a hostile environment. The
swamps they inhabit are filled with a staggering variety
of threats. Lizardfolk focus on survival above all, without sentiment.
Lizardfolk assess everyone and everything in terms
of utility. Art and beauty have little meaning for them. A
sharp sword serves a useful and good purpose, while a
dull sword is a dead weight without a whetstone.
Lizardfolk see little need to plan more than a season
or so into the future. This approach allows them to
maintain their current level of influence in the world,
but it limits their growth. Lizardfolk have no interest in
developing writing, making long-term plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.
HAPLESS SOFT ONES
At their core, lizardfolk view other humanoids with an
indifference verging on pity. Born into the world lacking
stout scales and sharp teeth, it's a wonder they have
managed to survive for so long. The typical human
would barely make it through a day in the swamps.
Still, if other creatures prove useful to lizardfolk,
those creatures can trigger a protective response made
all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings, young ones
incapable of protecting themselves but who might prove
useful in the future if they receive care.
LIZARDFOLK PERSONALITY
You can use the Lizardfolk Quirks table to determine a
personality quirk for a lizardfolk character or to inspire
a unique mannerism.
LIZARDFOLK QUIRKS
d8 Quirk
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 opportunity.
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 NAMES
Lizardfolk 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)
L IZARDFOLK TRAITS
Your 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 ld6 + 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.
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.
LIZARDFOLK SPEECH
Lizardfolk can master Common, but their mindset results
in a speech pattern distim;t from other humanoids.
Lizardfolk rarely use metaphors. Their sp~h 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.
Lizardfolk use active verbs to describe the world. A liz,
ardfolk 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.
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.
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