Lizardfolk Appearance: Generally 6 to 7 feet tall, somewhat slim but muscular and covered in thick scales. Average weight is 300 pounds. Scales tend towards various dark and moderate greens or greenish-browns, while the smaller scales on the chest, front of neck, bottom of jaw, and underside of tail tend to be white, light brown, or light gray. Eyes are red, amber, orange, or black. Possess a somewhat-thick, crocodilian tail around 3 to 4 feet in length, only partially mobile, chiefly for balance and swimming. Small scale-ridges along top of head, back, and tail. Small but thick claw on each finger and toe. Moderately protruding jaw, only vaguely crocodilian or lizardlike, with similarly lizardlike snout at the end. Mouth is filled with sharp, conical teeth. Small, colorful crest from top of head to back of neck. No ears, only earholes, like a lizard. Description: The lizardfolk are a race of reptilian humanoids slightly larger than humans in body but less numerous in Rhunaria. Lizardfolk were created by the yuan-ti shortly after the fall of elvenkind's empire, though common belief by other races is that they were created by the Elven Mage-King. Like kobolds, the lizardfolk were made by yuan-ti to be slaves, though made from orcish stock to be used as grunts in the yuan-ti armies, following legions of expendable kobold footsoldiers. Lizardfolk were also bred for the strength and endurance to serve as hard laborers for the yuan-ti construction projects that were to follow their conquest. However, yuan-ti found the rebel humanoids to be too volatile still, and were beaten back when they made their move too soon. Eventually, some time after the attempted yuan-ti conquest, the lizardfolk escaped in their own little rebellion, as the kobolds freed themselves and left the yuan-ti too busy to keep the lizardfolk in check. The lizardfolk maintained some of their old orcish ways, but were influenced by their brief service to the yuan-ti and by the mental changes inflicted by their fusion with various reptiles that the yuan-ti saw as useful. Lizardfolk are little concerned with the affairs of other races, and generally have little care for morality either, but their indifference to such things is balanced by their similar indifference to violence or domination. They don't really want to dominate, nor destroy, they just want to punish the defilers of nature and make a place for themselves in nature's heirarchy, serving the natural way of things. Lizardfolk entertain both the primal, savage side of their own nature, and the rational, patient side as well, or at least most of them do. They fight amongst themselves plenty, but rarely cause many casualties to fellow lizardfolk. Propogation and strength are their chief concerns, and they raid other humanoid settlements to survive and grow. Lizardfolk tend to be nomadic and somewhat primitive, living in mud huts and wooden longhouses, with spears and clubs, bone shields, and armor of hide or leather more often than not. Relations: Lizardfolk don't often bother other races, but many lizardfolk tribes make occasional raids into other peoples' territory, some tribes more frequently than others. The lizardfolk often come into conflict with Rizans, Gildens, goblinoids, and orcs because of the proximity of their territories. Lizardfolk often control small stretches of land within the general territories of these races, so they must occasionally fight off raiders from those surrounding lands. Though the lizardfolk are relatively reclusive, many do have an enmity for elves and yuan-ti, whom they will seek out and slay for food and vengeance, for the transformation the yuan-ti long ago forced upon the lizardfolk ancestors using the Elven Mage-King's techniques. Lizardfolk had once been orcs, a particularly proud and strong coalition of orcish tribes, and now they are a scattered race of small tribes. It is extremely rare that a halfling manages to trade with a lizardfolk tribe. The lizardfolk's appetite for humanoid flesh is often disturbing and appalling to other races, but their limited contact with other races means that many folk don't even know about lizardfolk eating habits. Basic Stats: Medium Humanoid (Aquatic, Reptilian); Base Speed (30 feet); +2 Strength, +4 Constitution, -2 Intelligence, +2 Wisdom (Lizardfolk are tall, muscular, and hardy creatures, with thick scales, leathery skin underneath, and a strong metabolism, but they also have ferocious appetites and a primitive culture with little education, though they are naturally cunning and perceptive.); Natural Armor (+5 AC); +4 Balance, +4 Jump, +4 Swim (can always take 10 on Swim checks); Alertness, Multiattack (racial bonus feats); Hold Breath (can hold their breath for 4 additional minutes before needing Constitution checks); Strong Appetite (needs twice as much food as normal); Natural Weapons (two claws as primary natural weapons and a bite as secondary, all of these have threat range 20 and critical multiplier x2, each claw deals 1d4 damage + Str mod, bite deals 1d4 damage + 1/2 Str mod rounded down, with Multiattack the bite suffers only -2 on the attack roll during a full-attack action); Racial Hit Dice (2d8 humanoid hit dice, which count towards character level, gaining +2 base Reflex, 6 + Int mod skill points, proficiency in their racial natural weapons, proficiency in simple weapons, proficiency in greatclubs, proficiency in shield bashes, and proficiency in shields from their first racial hit die, while gaining another +1 Reflex, +1 BAB, and 1 skill point from their second racial hit die, while the class skills for a lizardfolk's racial hit dice are Balance, Jump, Listen, Spot, Swim, and Wilderness Lore); Effective Character Level +1 (counts as a character 1 level higher for purposes of XP, starting level, starting wealth, rewards, and challenges); Automatic Language (Draconic); Intelligence Bonus Languages (Aquan, Elven, Gilden, Orcish, Rizan, Tashi, Tribal, Yuan-Ti); Favored Class (Ranger). Lizardfolk Racial Level Progression (Alternative): If making a lizardfolk character at total initial ECL of 2 or lower, advance the lizardfolk along the following progression as appropriate. They cannot gain any class levels until after they have acquired all lizardfolk racial levels. The first two racial levels apply normally towards character level for all intents and purposes, but the third racial level does not. The third lizardfolk racial level only counts towards character level as an ECL adjustment of +1, thus affecting nothing more than XP earned, XP needed for gaining levels, wealth, rewards, and challenges. A lizardfolk's base racial traits when using the following progression are: Medium Humanoid (Aquatic, Reptilian), base speed 30 feet, +2 Constitution, -2 Intelligence, natural armor +2, Swim +4 (can always take 10 on Swim checks), Alertness racial bonus feat, Strong Appetite, automatic language (Draconic), Intelligence bonus languages (Aquatic, Elven, Gilden, Orcish, Rizan, Tashi, Tribal, Yuan-Ti), and favored class (Ranger). The racial hit dice are humanoid hit dice, and the first racial hit die provides proficiency in all simple weapons, greatclubs, shields, shield bashes, and the lizardfolk's natural weapons. Racial Total Racial Additional Racial Level Hit Dice Traits And Adjustments 1 1d8 Hold Breath, natural weapons, Multiattack 2 2d8 Wis +2, natural armor +1 3 2d8 Str +2, Con +2, natural armor +2, Balance +4, Jump +4 Racial Base Base Base Base Total Skill Points Hit Dice Attack Fort. Ref. Will Gained From This Hit Die 1 +0 +0 +2 +0 6 + Intelligence modifier 2 +1 +0 +3 +0 1 Lizardfolk Religion Lizardfolk believe strongly in the power and cycles of nature, as well as the power of fate. Their beliefs also include a strong emphasis on the basic elements that compose nature, those of earth, air, fire, and water. Light, dark, animals, and plants also play a part in lizardfolk religion. While the lizardfolk acknowledge their origin as orcs and, further back, as Nari, they believe that it was just their fate that they would be transformed into lizardfolk and bonded more closely once again with the animals and forces of nature. Lizardfolk deny the existence of gods, goddesses, and the sorts of spirit that most other religions follow, believing other races to be delusional with the supposed voices of their gods or spirits speaking to them. Lizardfolk believe the flow of magic and the influence of corrupt nature spirits causes these delusions, so while some lizardfolk will try and make other races see "the truth," others will just ignore the delusions without forcing their own beliefs on the delusional, as they see it. The lizardfolk do believe in spirits to an extent, but they believe that all spirits are nature spirits that take on the physical forms of everything, and are the life-force that cycles through nature, going from one body to the next as natural birth and decay continues, perpetuating the natural cycle of all things. Each person's spirit, each plant's spirit, each animal's spirit, and each spirit of a chunk of any element continually passes around from one similar form to another, reincarnating after a body's death or destruction. Lizardfolk don't believe that any given item or creature has its own spirit, it just has a recycled spirit that is using it as a host for the time being. They believe that their own spirits were guided by fate to see through the delusions that some other spirits had begun to suffer while in mortal bodies. So the lizardfolk hope to be reincarnated amongst their own people, while their kind works to gradually remove the delusions, whether by slaying the delusional to make their spirits understand, or by trying to teach them "the truth." Lizardfolk believe that fate, and each element or force of nature, is embodied in a single grand essence, which spawns the spirits that grant life and mobility to everything. They refuse to pay homage or respects to spirits or gods, instead they venerate these universal, primordial forces and invoke them to help the lizardfolk in their quest to bring clarity to others. Lizardfolk abhor arcane magic, as a blasphemy that uses corrupted spirits to control the greater essences of the world, and force them into what the caster desires. Lizardfolk will generally kill or argue with arcane magic-users they meet, and if they don't kill the arcanist, they'll probably continue to harass the arcanist about their delusions and blasphemes, trying to make them change. The lizardfolk give little importance to symbols and symbolism, so they have no true religious sects, instead having more personalized religious beliefs. Though a small group may believe something strongly, they aren't as zealous in spreading their faith compared to humans. They use no holy or unholy symbols, instead they just carry a piece of holly or mistletoe as their divine focus if they cast spells, and often they include a shed lizardskin or shed scales as part of their focus item. Particular lizardfolk groups may adopt a certain kind of armband, headdress, tattoo, scar, or tunic as a simple mark of their association, but such practices rarely spread. Lizardfolk Religious Practices The lizardfolk have no uniform religious practices, but they do have some minor individual practices. Lizardfolk tend to dance and chant on certain days that are special to their tribe, celebrating and honoring nature, as they see it. For ceremonial purposes they may wear headdresses, cloaks, or other simple adornments of natural materials. They sometimes keep the bones or other remains of their prey, to use in brief festivals honoring the dead in the cycle of nature. A few lizardfolk even offer prayer to nature in thanks for a meal just before and after slaying their prey. Lizardfolk tend to meditate or pray to nature at dawn or dusk. Lizardfolk Culture Lizardfolk don't particularly respect many virtues or customs, but the few they do tend to honor are family bonds, determination, and courage. A lizardman or lizardwoman will tend to respect foes who defend their homes, families, and livelyhood, but that won't keep lizardfolk raiders from pillaging them when needed, or to teach the soft-skins a lesson. They tend to believe in hard lessons and learning through life experience, so lizardfolk are a rugged lot of survivalists. They respect a person's privacy and personal ambitions, but think that the good of the many is usually more important than the good of the one. So if a tribe needs all its able-bodied members for hunting one season, they're likely to forcibly keep their tribesmen from wandering off or going out on their own. Lizardfolk frown upon any desecration or destruction of nature, but are practical enough and wise enough to understand the need for a bit of destruction sometimes. A few are even obsessed with destroying that which doesn't fit, but most lizardfolk are more concerned with creation, sustenance, and propogation. They are perceptive and often coldly-rational people, but at least they can generally be reasoned with. Despite understanding little about the cultures, technologies, and magicks outside their own tribes, the lizardfolk are nonetheless fairly good at reading people's reactions and nonverbal cues, figuring out the gist of what other people are talking about and responding appropriately; rather than the kind of social bungling other primitive folk tend to perpetuate. Some lizardfolk enjoy playing mind games and being cryptic, but many lizardfolk are too simple or straightforward in their mindset. Lizardfolk enjoy sport and competition, though they often get overzealous with competitive fervor, ending up in violent scuffles. A little violence and rough-housing amongst lizardfolk is nothing, though, and they don't carry grudges for long. Lizardfolk usually care little for material possessions, but are extremely territorial and just as fierce in guarding their mates and children, against any threats or potential suitors that might steal away their mates. Lizardfolk breed copiously, and often take many mates. Their extended families can be quite complicated and vast, and while lizardfolk look down on inbreeding, they have no problem with taking mates from far-removed extensions of their family, such as a distant half-cousin of their brother's son's first wife. With their racial origin coming from only a handful of orcish tribes to begin with, their race is already significantly inbred by this point anyway, though they only track close family ties and thus have lost track of old marriages from several generations ago. Marriage itself is a minor formality amongst them, handled by the chiefs of the bride's and groom's tribes, bearing no religious significance to them, though it does carry a bit of political significance. Lizardfolk politics are minor and uncomplicated, anyway. Lizardfolk are a simple people, and use only simple technology. Most tribes do not even have metalforging technology, so wield weapons of bone, wood, rock, or copper, which can be found on the surface and shaped easily enough by hammering it with rocks. Weapons, armors, and shields of animal hide or shells are common. Slings and nets are the most developed of their common weapons. However, many lizardfolk are clever enough to figure out a bow, sword, crossbow, flail, or the like if they find one. Fortunately for them, of course, their frequent raids upon other humanoids often yield new and better weapons for the tribe. Lizardfolk are nomadic and predatory by nature, but often settle into an area for a generation or two before moving on, unless food is too scarce or weather too harsh. The homes of lizardfolk are often just caves or simple huts or wood, thatch, mud, and clay. Any long-lasting lizardfolk village will have one or more longhouses of wood, mud, or clay, where many lizardfolk rest together. Lizardfolk families don't mind sharing a cramped sleeping space for warmth. Lizardfolk Organizations Lizardfolk have no major organizations, and even their cults are very small and localized. A few lizardfolk who don't like their tribal culture, however, will head into one of the settlements of another race and seek employment or adventure there. These individuals often join guilds or the like to have some semblence of family and tribe, but simpler and less involved, while often leaving the organization when it suits them. Some lizardfolk tribes or individuals become mercenaries, or enter the service of a dragon. They regard dragons as sort of distant cousins, but much more powerful and worthy of veneration as mighty manifestations of nature. Lizardfolk Lifespans: Adults by age 8, middle-aged by 21, old at 30, venerable at 37, maximum age is 2d6 years after reaching venerable. Common Lizardfolk Armaments: Clubs, greatclubs, tridents, daggers, spears, axes, slings, darts, javelins, nets, leather armor, hide armor, bone armor, cord armor, banded mail, chahar-aina, wooden shields, tower shields, bucklers. Sample Lizardfolk Names (Regardless of Gender): Zathrak, Taaris, Zeese, Rykaal, Yohz, Drazan, Saal, Veeke, Jidaan, Vrakkaaz, Kazuul, Tashun, Grazz, Ssashaal, Lazraak, Vrish. Sample Lizardfolk Tribes: Red Mountain Tribe, People of Gray Pond, Pteran Watchers, Alligator Tribe, Kindred of the Twelve Serpents, Followers of Nahasik-Grekaal, Pegasi Hunters, Hraekuul's Band, Servants of Feraxanmanokhoun, Tikaminari Raiders. Sample Lizardfolk Cults: Disciples of the Bloody Star, Kalzadrek's Remembrance, Roc Roost Tenders, Galshak's Attendants, Zalkath's Swords, Bronze Hammer Brothers, Followers of the Ragged Way, Minions of Kesshet, Voorak's Order, Guardians of the Malachite Comet. Lizardfolk PC Class Choices: (common) Barbarian, Ranger, (uncommon) Fighter, Shugenja, (rare) Cleric, Druid, Monk. Lizardfolk Cleric Domain Choices: Air, Animal, Darkness, Earth, Fire, Luck, Plant, Scalykind, Sun, Water, Weather. Lizardfolk Prestige Domain Choices: Beastmaster, Divination, Pestilence. Disclaimer: 3rd Edition Dungeons & Dragons, Oriental Adventures, domains, prestige domains, class names, domain names, prestige domain names, Yuan-Ti, creature types, creature subtypes, skill names, feats, feat names, natural armor, AC, Armor Class, take 10, ability checks, skill checks, primary natural attacks, secondary natural attacks, ability bonuses, ability modifiers, threat ranges, critical multipliers, natural weapons, ability scores, XP, Effective Character Level, ECL, favored classes, Hit Dice, Hit Die, Base Attack Bonus, skill points, skill ranks, class skills, full-attack action, character level, base Fortitude save, base Reflex save, base Will save, saving throws, weapon proficiencies, shield proficiencies, armor proficiencies, and Aquan, so far as I know, are property of Wizards of the Coast, Inc., which is a division of Hasbro Corporation. All other content on this webpage is copyright (c) 2004-2005, property of John J. Korsog, Jr., internet aliases Arkhandus and Mist Phantom. This material free for personal use but not for commercial distribution. |
Rhunarian Lizardfolk |
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