Description

Many believe that the Lizardfolk are related to dragonborn or kobolds but they are not. They do share a bit of design, as the same god who made Kobolds attempted a second time with lizardfolk, although Refelia intervening with the process changed the design considerably. Gifted with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can survive with just their wits in situations that would be deadly for other creatures. They prefer humid and warm environments and they have developed a good relationship with Sea Elf over the years. They are famous for eating about almost anything that wouldn't harm them, including their fallen comrades. Cannibalism is a tradition to honor the fallen, and eating fallen enemies is said to give you their spiritual strength. Amongst other things, this habit have made them disliked in the Savage Lands, as they often tried to eat Centaur (Legacy), Minotaur, or Tabaxi / Katari people. While they understand and follow rules of a society, when it comes to food, they follow their own code. They are expert hunters and ambushers and often hired by people who try to journey through the Savage Lands. In societies of Eratus and Caldar, their eating habits make them hard to socialize and make any friends. They are often kicked out of taverns grossing out every other customer.

Origins

Refelia and Krevor made the lizardfolk.

Genetics

Lizardfolk have a predisposition towards neutrality in both axis. They show little interest of adapting to other societies unless they are forced to.

Lifespan

Lizardfolk live up to 80 years.

Homeland

Merna

Also found in

Savage Lands, Eratus

Reputation

They are notorious for eating things that they shouldn't and being inconsiderate of other people's eating habits.

Alive/Extinct

Lizardfolk are alive until the 4th era.

Lizardfolk Traits

As a lizardfolk, you have the following racial traits.

Ability Scores: Increase your Constitution by 1.

Creature Type: You are a Humanoid.

Size: You are Medium.

Speed: Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Bite: You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, 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.

Hungry Jaws: You can throw yourself into a 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 equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Natural Armor: You have tough, scaly skin. When you aren’t wearing armor, your base 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.

Nature’s Intuition: Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: Animal HandlingMedicineNaturePerceptionStealth, or Survival.

Languages: Your character can speak, read and write (writing requires INT score 6 or higher) Common and one other language of your choice that you and your DM agree is appropriate for your character's backstory. A list of languages and their regions can be found in Languages.