Lizardfolk

Lizardfolk are reptilian humanoids that both lurk in the swamps and jungles of the world, as well as in small but bustling towns and villages near (or within) those same swamps and jungles. Their hut villages thrive in forbidding grottoes, half-sunken ruins, and watery caverns, while their villages and towns--really just larger versions of the hut villages but with more population and better construction--often line the edges of the swamp or jungle, frequently acting as a trading station between "civilized" races and their more primitive cousins.

Jump to: Lizardfolk | Lizardfolk Hunter | Lizardfolk Warrior | Lizardfolk Shaman | Lizardfolk King/Queen

Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.

In the wild, lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive. However, many have found influences that take them beyond their original (bestial) nature, and have adopted habits and culture reminiscient of the other "civilized" races on Azgaarnoth.

Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters. This is true of both "wild" lizardfolk and "civilized" ones--each prefers to stay home, and guards their borders jealously.

Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies.

Great Feasts and Sacrifices. Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god.

Canny Crafters. Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields.

Playable Race: Natural Warriors. Lizardfolk are often quite deeply in tune with their natural surroundings, and as such make natural barbarians, druids and rangers. Clerics (and paladins) will often pray to either their lizardfolk gods (Semuanya, a protector god that seeks lizardfolk elevation into civilization, or Sess'inek, a god that seeks to corrupt the lizardfolk), or to gods of Nature, Fertility, Ocean, or Water. Warlocks, shamans, and sorcerers are common, less so wizards or artificers. Lizardfolk bards are generally only appreciated by other lizardfolk, and lizardfolk pale masters are generally shunned entirely by both lizardfolk and non-lizardfolk. Lizardfolk have seen mystics come from their ranks, but not many.


Lizardfolk

The average lizardfolk tribe member, of either gender, is slightly smaller and less aggressive than the lizardfolk most others encounter except when in a lizardfolk village or town. They are no less fierce or aggressive, however, when duty or threats compel them to take up arms to defend their own.

Environment

Grassland, Swamp, Underdark

Token

Lizardfolk

Medium humanoid (lizardfolk), neutral


  • Armor Class 13 (natural armor)
  • Hit Points 18 (3d8 + 3)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +3,Stealth +4,Survival +5
  • Senses passive Perception 13
  • Languages Draconic
  • Challenge 1/4

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Lizardfolk Hunter

Lizardfolk hunters are those lizardfolk who routinely journey out of the village borders to obtain prey, scout for intruders, and report on what occurs beyond the heart of the village. Many hunters find themselves drawn to combat, and become warriors, while others hear the call of nature more directly, and become druids or rangers.

Environment

Grassland, Swamp, Underdark

Token

Lizardfolk Hunter

Medium humanoid, neutral


  • Armor Class 15 (Natural Armor, Shield)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (-2) 12 (+1) 7 (-2)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +3,Stealth +4,Survival +5
  • Senses Passive Perception 13
  • Languages Draconic
  • Challenge 1/2

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Actions

Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Lizardfolk Warrior

Warriors are the defenders of the tribe, steeped in combat and sometimes even tactics. In more civilized towns and villages, they will don armor and use modern weapons.

Mounted Warriors. Lizardfolk warriors will often make use of Giant Lizards as mounts in combat, and these pairings are often lifelong bonds between warrior and mount. They two may act on the same initiative, and combine their actions.

Environment

Grassland, Swamp, Underdark

Token

Lizardfolk Warrior

Medium humanoid, neutral


  • Armor Class 15 (Natural Armor, Shield)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 7 (-2) 12 (+1) 7 (-2)

  • Proficiency Bonus +3
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +4,Stealth +3,Survival +6
  • Senses Passive Perception 14
  • Languages Draconic
  • Challenge 2

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Actions

Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Heavy Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Spiked Shield. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage.


Lizardfolk Shaman

Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya.

Environment

Grassland, Swamp, Underdark

Token

Lizardfolk Shaman

Medium humanoid (lizardfolk), neutral


  • Armor Class 13 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 10 (+0) 15 (+2) 8 (-1)

  • Proficiency Bonus +3
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities
  • Skills Perception +4,Stealth +4,Survival +6
  • Senses passive Perception 14
  • Languages Draconic
  • Challenge 2

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Actions

Multiattack (Lizardfolk Form Only). The lizardfolk makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.

Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Change Shape (Recharges after a Short or Long Rest). The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Spellcasting (Lizardfolk Form Only). The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:

  • Cantrips (at will): druidcraft, produce flame, thorn whip

  • 1st Level (4 slots): entangle, fog cloud

  • 2nd Level (3 slots): heat metal, spike growth

  • 3rd Level (2 slots): conjure animals (reptiles only), plant growth


Lizardfolk King/Queen

Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard "kings" and "queens" dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects. Some have managed to slip past Sess'inek's grasp, while others have been put down by a concerted effort of lizardfolk villagers that seek to evade their evil god's domination.

Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers. For this reason, many lizardfolk are sought out as allies of the Wyrmcult, and many lizardfolk villages and towns often hide Wyrmcult secrets. It is for these same reasons that many "westerners" distrust the lizardfolk, even those that have nothing to do with the chromatic dragons and their cultists.

Environment

Grassland, Swamp, Underdark

Token

Lizardfolk King/Queen

Medium humanoid (lizardfolk), chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 11 (+0) 11 (+0) 15 (+2)

  • Proficiency Bonus +5
  • Saving Throws Con +4,Wis +2
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities
  • Condition Immunities frightened
  • Skills Perception +4,Stealth +5,Survival +4
  • Senses darkvision 60 ft.,passive Perception 14
  • Languages Abyssal,Draconic
  • Challenge 4

Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Skewer. Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.

Actions

Multiattack. The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.