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Ghraal Lizardfolk

Mangal's native Ghraal are amphibious reptiles, raised to sentience through draconic sorcery long before the Worldfast. After the death of the Twin Shadows, they remain uniquely adapted to a balmy world of predators and prey. Pragmatic and physically powerful, they are consummate hunters and survivalists that control many regions of the Root Wilds.  

Physiology and Lifecycle

Ghraal are bipedal tailless lizard-like reptiles. They walk flat-footed on land and are strong swimmers. Scale patterns, coloration, and facial structure can vary wildly from brood to brood. They are omnivorous, though most prefer diets of primarily meat and fish. Unlike actual lizards, the Ghraal are warm-blooded and often as active at night as during the day.   Both sexes are indistinguishable in the eyes of most other races, though females tend to live longer and continue growing as they age. Ghraal begin life as eggs in village hatcheries. Hatchlings develop quickly compared to other humanoids and are typically cared for communally until they are old enough to fulfill adult roles in their early teens. Males live as long as 50 years, while females can naturally live to over 100 years. Ghraal do not weaken with advanced age as most races do.  

Culture and Traditions

Broods of up to a thousand Ghraal lay claim to areas protected by Havenwood trees. Numerous smaller tribes stake out smaller territories throughout the Root Wilds. They survive by hunting large animals and crafting weapons from their teeth, bone, and leather.   Most Ghraal seek to prove themselves worthy to either become a Broodmother or become a consort to one. Most Ghraal are motivated by practical, material needs that support their brood or tribe rather than abstract ideals like honor or even spite. Magical ability is uncommon and highly prized among Ghraal. Ghraal rootshapers are almost unaffected by the Hagblight that makes nature magic so dangerous to other races. Ghraal are also known to manifest talent for draconic sorcery.   Ghraal Broods. Broods are the fundamental social structure of Ghraal society. They consist of a matriarch (the Broodmother), her consorts, and their offspring. Broodmothers and their daughters of childbearing age all contribute to the population of their brood. Most Ghraal are unaware and indifferent to their ancestry beyond their Broodmother. Broods are typically named descriptively after a common feature they share. Broodmothers often ally into larger tribes or form settlements, though even larger tribes usually have shared ancestors a few generations before the current living Broodmothers.   Ghraal are quite territorial when dealing with other broods, but often quite welcoming of other races. Likely this is because they don't view the relatively fragile humans and elves as particularly threatening, and most other races do not compete with them for their favored hunting prey.  

Views on Other Races

  • Bindlewise Goblins. "Small. Poor hunters. Good for bringing things not worth brood's time to find."
  • Canopy Elves. "Strong, but few. They know we are many, and that makes us stronger."
  • Hagspawn. "Rare. Great warriors, but no brood of their own. Their strength can benefit the tribe."
  • Humans. "Never know about these warmbloods. If they offer aid, take it. If they give none, remember."
  • Pithlings. "Never threaten us, but never share either."
Races_Lizardfolk2.png
Lifespan
75 yrs
Average Height
5 ft 6 in
Average Weight
200 lbs

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Mangalbrood Lizardfolk

Ability Score Increase +2 Constitution, +1 Wisdom
Size Medium
Speed 30 ft / 30 ft Swimming

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.   Hold Breath. You can hold your breath for up to 15 minutes at a time.   Draconic Drudge. Your ancestors served Green Dragons, and have passed on some tolerance for poison. You have advantage on saving throws against poisons, as well as resistance to poison damage.   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.

Languages. Common, Draconic

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