The stars of Pash-Mara
The lizardfolk are an ancient people, existing as tribal
cultures undisturbed by the passage of time. Most are
content to remain within the untouched lands of their
forebears, and care little for the extravagant pleasures
of civilization. The inconvenient presence of the
natives sometimes causes outsiders to clash with these
communities. The chieftains know they must meet
invading mammals with savage ferocity, or become
overwhelmed. Lizardfolk are a varied race containing a myriad of diferent humanoid lizards, snakes, geko’s and chameleons found in the jungles and deserts of Pash-Mara
As a lizardfolk, your heritage is ancient and your patience
and endurance far greater than most. Your people are
hunters and raiders, and entirely at home in marshes and
water. You gain the following traits.
Ability Score Increase. Your Strength score increases by 2,
and your Wisdom score increases by 1.
Age. Lizardfolk mature faster than humans, reaching
adulthood at 16. They also have shorter lifespans, with
few lizardfolk living longer than 60 years.
Alignment. Typical lizardfolk are highly territorial,
following the beliefs and traditions of their tribes. They
have no notion of civilized morality, and they find the
concepts of good and evil alien. As such, lizardfolk tend
toward neutrality. Lizardfolk who choose to leave their
villages, or who are banished, may do so for a variety of
reasons, including an alignment conflicting with typical
Size. Lizardfolk are slightly larger than the average
human. Your size is medium.
Speed. Your base walking speed is 30 feet. You have a swim
speed of 30 feet.
Natural Armor. If you are not wearing armor, your base
AC equals 12 + your Dexterity modifier. You can use a
shield and still gain this benefit.
Natural Attacks. You have proficiency with your bite,
which deals 1d6 piercing damage.
Natural Predator. You have proficiency with the Stealth
Hold Breath. You can hold your breath for a number of
minutes equal to your Constitution score.
Languages. You speak, read, and write Draconic, plus one
additional language of your choice (typically Southern).
Lizardfolk Racial Variants
Lizardfolk have developed a range of abilities beyond
those that are adapted for life in the swamp, and the race
shows more variation than some.
The lizardfolk choose up to two of the following
variants, so long as the two do not conflict by replacing
the same ability. For instance, both Gout of Blood and
Poisonous Bite replace your bit ability, so you cannot
choose those two together. Likewise, Climber and
Chromatophore both replace swim speed, so those can
also not be chosen together.
Climber. While climbing you suffer no movement penalties,
you are considered proficient in the Athletics skill, and
add double your proficiency bonus to checks made to
climb, instead of your normal proficiency bonus. This
ability replaces your swim speed and hold breath abilities.
Chromatophore. You can alter the color of your skin and
can blend into your environment. You gain advantage
on Stealth checks made to hide as long as you are not
moving. If you are wearing no armor and carrying no
items, you may attempt to hide even if you have no cover
or obscurement. You can’t use this ability to hide while
you are being directly observed. This ability replaces
your swim speed and hold breath abilities.
Digger. You can burrow through soft sand, dirt, and mud
at a rate of 10 feet per round. This ability replaces your
swim speed ability.
Glider. You take no damage from falls. You gain a fly speed
of 40 feet but cannot hover. At the end of any round you
fly, you must have descended at least one-quarter the
distance you traveled or you fall. This ability replaces
your swim speed and hold breath abilities.
Gout of Blood. Some lizardfolk can force a jet of hot blood
from their eyes to disorient predators and prey. As an
action, you can target any creature within 15 feet with
this ability and force the target to make a Wisdom
saving throw against a DC equal to 8 + your proficiency
modifier + your Dexterity modifier. On a failed save,
the target is frightened. The frightened creature can
repeat this save at the end of each of its turns, ending
the condition on a success. Creatures wearing full-face
helmets, eye protection, etc. gain advantage on the
save. You may use this ability a number of times per day
equal to your Constitution modifier, and you regain all
expended uses when you finish a long rest. This ability
replaces your bite attack.
Regeneration. Some lizardfolk heal at an impressive rate.
Whenever you spend at least one Hit Die to regain hit
points during a short rest, you regain an additional
number of hit points equal to twice your Constitution
modifier. Severed fingers and toes regrow after 24
hours. Severed hands and feet regrow after three days.
Severed limbs regrow after one week. If the severed
body part is present and whole, you can reattach it
during a short rest as long as you spend at least one Hit
Die to regain hit points and perform no other actions,
even light duties. You gain one level of exhaustion
when you begin regenerating a limb. While a limb is
regenerating, as well as for one day after the regrowth
is complete, you cannot have less than one level of
exhaustion. This ability replaces your natural armor and
natural predator abilities.
Poisoned Bite. Lizardfolk are sometimes born with
venomous fangs or poisonous saliva delivered through
their bite attack. You can make a bite as an unarmed
strike that deals piercing damage. On a successful bite
attack, the target must make a Constitution saving throw
against a DC equal to 8 + your proficiency modifier +
your Constitution modifier. On a failed save, the target
gains the poisoned condition for 1 minute. The target can
repeat the save at the end of its turn, ending the effect
on a success. On a successful save or when the poisoned
condition ends, the target becomes immune to your
poison for 24 hours. You may use this ability a number
of times per day equal to your Constitution modifier,
and you regain all expended uses when you finish a long
rest. This ability replaces your bite, natural armor, swim
speed, and hold breath abilities.
Purple-Blooded. Some lizardfolk carry waste products
through their blood, excreting toxins that build up in
their systems and granting resistance to infections. You
gain advantage on saving throws against poisons and
diseases. This ability replaces your natural armor.
Pygmy. Many remote tribes of lizardfolk are much smaller
than their common kin. Your Dexterity increases by +2
and your Wisdom increases by +1. Your size becomes
Small. This replaces your normal ability score bonus
and your Medium size.