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Lizardfolkrender
If you’re considering taking a scaled one along on an adventure, remember this important fact. The strange, inhuman glint in its eyes as it looks you over is the same look you might give a freshly grilled steak.
~ Tordek, dwarf fighter and adventurer

4elizardfolk2
In all my dealings with the Lizardfolk, I was never able to tell what they were thinking. Their reptilian eyes belied no hint of their intentions. I game them supplies. They gave me the willies.
~ Merchant of the Lizard Marsh

3elizardfolk
Beware the lizardfolk, my friends, they too walk with a dark purpose these days, darker even than their usual love for human flesh to eat.
~ Beriand

2elizardfolk
I heard about lizard men in stories my parents told. They were the stuff of fireside tales.
~ Elminster

1elizardfolk

Summary

Lizardfolk are reptilian humanoids native to the world of Toril that tend to dwell in semi-aquatic environments (such as swamplands and coastlines). An exceedingly practical folk, they do not desire riches or knowledge that don't have use in normal day-to-day survival activities. Their people are hardy, and can adapt to most environments- so despite being dominated culturally by the likes of humans, dwarves, and elves, they rarely hold complaint for the lands leftover for their dominions.

Generally, value in lizardfolk culture is based on how good something was to eat. Their search for food is never-ending, and can often be befriended easily after a meal. Because of this simple visceral behavior, Lizardfolk often had difficulty adjusting to "civilized life", and came off as savage, uncivilized. This was not the case, however- they are rarely evil and even saw it as their duty to teach "softskins" of the proper way to live.

Above all else lizardfolk are disorganized and unruly- their tribe was led by whoever opted to become leader last, and their battle tactics often saw them marching as an unorganized mass of scale and spear. Despite their religious roots, few tribes are lead by clerics, and instead such creatures (called Shamans) often served as advisers and lieutenants. Their people, despite not being evil, could often be found under the control of a "Lizard King"- a variant of Lizardfolk gifted with demonic blood.

Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.

Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and skilled allies.

Poisondusk

Summary

The Poison Dusks are a tribe and small subrace of lizardfolk dwelling in the Vast Swamp of Cormyr.

Poison dusks are much like ordinary lizardfolk but smaller and more agile, possessing a lighter scaly hide that protected against blows, an ability to hold their breath for long periods of time, and the same skill in swimming, leaping, and balancing. However, they also had low-light vision and a chameleonic hide that allowed them to blend in with the environment, provided they aren't wearing some all-covering attire.

Having a long tradition of using venoms, Poison Dusks had natural skill in applying poison to their weapons. They typically favored black adder venom, blue whinnis, and a special paralytic poison known only to the lizardfolk and considered sacred to the god Semuanya.[1]

Blackscale

Summary

The Blackscales are a tribe and subrace of lizardfolk dwelling in the Vast Swamp of Cormyr.

Blackscales are much like ordinary lizardfolk but larger and stronger, possessing a tougher scaly hide that protected against blows, an ability to hold their breath for long periods of time, and the same skill in swimming, leaping, and balancing. However, they also had darkvision and a resistance to acid.

Blackscales are proud and ferocious warriors, focused on performing mighty deeds and gaining glory. They are highly dangerous when provoked, and aren't even as smart as other lizardfolk. Their crests rose when aroused to aggression.[1]

Agrutha

Summary

Agrutha are huge, brutish versions of the normal lizard man. They have the snouts, powerful jaws, thick scales, and lashing tails of their animal ancestors, plus a pair of stubby legs and long, apelike arms. Agrutha ordinarily stand almost 8 feet tall and are hugely muscled. They wear no clothing and carry only what they need for the moment.

Agrutha live in the deepest marshes and swamps. They ordinarily associate in loose tribes, staking out a territory in a small lake, riverbed, or similar place. The tribal alpha is the biggest and strongest agrutha in the area. Even if they are a part of a tribe, agrutha tend to bunt singly or in pairs, Females lay eggs once a year in 2-3 egg clusters. They dig a large hole out of the mud in a secluded spot and line it with reeds and branches. The females fiercely protect the eggs and young until they have grown enough to fend for themselves. They stay in the nest, letting the males hunt for them.

Because they live in the same areas and have similar outlooks, agrutha are the most likely of all the sub-species to associate with common lizard folk. If the two peoples live close to each other, there is a good possibility the agrutha hunt and protect the territory along side their smaller cousins. Lizard kings and leaders enjoy using them as berserker shock troops.[2]

Crocodilian

Summary

Crocodilians are much like agrutha except they are larger and even more ferocious. Full-grown crocodilians can reach up to 15 feet in length from nose to tail tip. Crocodilians fight with long jaws and sledgehammer tails. Some use weapons, but these are always taken from or traded with others, as their natural weaponry is formidable. If they wield weapons, they arc usually large—two-handed swords, halberds, or battle-axes.

Crocodilians are more solitary than their alligator brethren. While agrutha live in groups, crocodilians tend to stay away from each other, if they meet, they are likely to fight for dominance. Crocodilians sometimes build mud-and- Straw huts but am just as likely to live in the water with whatever regular crocodiles are in the area. They hunt wherever other crocodiles might be found. Crocodilians congregate in small tribes if near a large number of crocodiles, the hunting Is good, or a strong leader appears. Such crocodilians live in a small hut village, abandoned buildings near the water, or underwater caverns. Though short-tempered and frightening in battle, they are more likely to talk with humans and demihumans than agrutha are (unless, of course, they are very hungry). While not terribly bright, crocodilians consider themselves the equal of other sentient races and might exchange goods or information.

The masters (as they refer to themselves) are smaller, evil versions of crocodilians. They take malicious glee in killing and eating humans. They fill their days and nights with mirth borne of vile acts, laughing incessantly with guttural chuckles. The masters retain their crocodilian jaws, but their tails are shorter (only 2-3 feet long) and cause no damage. Masters typically fight with weapons and make up for their small size with spell casting ability, as they are all at least 5th-level priests of Set, Anubis, or another evil deity. If there are five or more masters together, one of them is a high priest who has both superior spellcasting ability and the physical size and combat ability of a brute. Brute crocodilians do not like the masters, but the latter have a knack for manipulating the brutes. Master crocodilians enjoy the company of mummies, jackalweres, and spirit nagas. They often have a pit of normal or giant crocodiles in the depths of their lairs for sacrificing victims. Master crocodilians are scholars of history, religion, and evil magic. On the other hand, they never learn the spoken languages of warm-blooded sentients. To their ears, human speech is nothing more than the bleating of sheep.[2]

Varaind

Summary

The natives of certain tropical islands live in fear of the reptilian warriors who strike in the darkness to take their children and plunder their villages. Fast, lithe, agile, and vicious, Varanids are a warrior race of bipedal komodo dragons. When not on the hunt, they are a quiet, harsh, emotionless people. In combat, though, they are bereft of fear or mercy.

Varanids have a full array of natural weaponry: talons, teeth, and a 6'-long whiplike tail ridged with razor-sharp scales. They also enjoy using weapons, and they often enter combat with a strange array of curved axes, swords with blades at both ends of the pommel, double-headed spears, barbed nets, and star-shaped punch daggers, all of their own bizarre design. They have a natural affinity for weapons and quickly learn to use whatever weapons they find. Almost every member of the race is ambidextrous, and warriors usually fight with two weapons and strike with their tails in the same round. They never use shields, which they consider to be for the weak, and they wear only small pieces of armor. As ferocious as they are, varanid warriors are wily cunning fighters-They use every dirty trick and guerrilla tactic without reservation. Because varanid minds are so alien, human opponents can never be sure what to expect. Hit-and-run attacks, sudden ambushes, night fighting, decoys, snares, spoiler runs, and even terror tactics are all part of their strategy.

Varanids live to prove themselves in war. The best warrior, in their minds, makes the best leader. Ironically, when not fighting they are a reserved, peaceful species. They rarely fight among themselves and spend their days spear fishing, swimming, repairing huts, and sunning themselves on rocks. If carefully approached, they are not averse to talking or trading. Varanids speak a highly developed dialect of the common Lizard Man tongue that warm-bloods can learn with practice. Varanids live by a stoic philosophy of strength and ability. To them, there is no excuse for failure. Unavoidable accident is one thing; allowing yourself to fall for a trick is another. I hey feel that their defeated enemies wanted to be beaten. If not, why did they not make themselves stronger than the varanids? From time to time, varanid warriors wander off to prove themselves on other battlegrounds. Singly or in small groups, they drift into civilized territories where they offer themselves as mercenaries or assassins. They do not like to work as bodyguards, though, as standing around waiting for a fight to happen is against their nature. They are predators, not protectors.[2]

Iguanids

Summary

Iguana people, or Iguanids, are tall, thin, enigmatic creatures. They stand 6 feet tall or more, their heads and throats adorned with large frills. They have long talons on their hands and feet for climbing and fighting. Iguanids are immensely adaptable and the most prolific of tire lizard peoples. They change easily to meet the needs of their surroundings. The most common iguanids are the large tree-dwelling tribes, marked by their long tails and bright green scales. The northern rock iguanid tribes have dull gray or brown coloration, stronger limbs, and shorter tails. Island iguanids make their homes on rocky shores and can breathe water as well as air. They have heavy lumpy bodies and heads and hard,brownish-green scales, Iguanids wear little clothing, but they enjoy body painting, jewelry, tattoos, and other adornments. There is much to be read in the coloration and detail of an iguanid's face paint, which displays the individual's social status.

Iguanids are largely peaceful and prefer to keep to themselves. They avoid combat unless their homes or young are threatened. As iguanids are not ordinarily given to fighting without reason, they have little grasp of tactics. They swarm out from hiding and try to take down their opponents by sheer numbers. If that fails, they flee and relocate. Iguanids usually fight with weapons, preferring spears, javelins, and darts. Their long, sharp talons are built (or climbing but make effective weapons in a pinch). They can also whip opponents with their tails. Iguanids can whip with their tails and strike with either a weapon or claws in the same round.

Iguanids base their lives around a worship of natural forces. Their priests are all druids, They follow a strict series of taboos, holidays, and religious observances, Iguanids reflect their worship in face painting and personal adornment.

The common green iguanids live in villages built among the tree tops of their hot jungle homes. Since they are such good climbers, they do not need to connect their homes with bridges, ladders, or ropes. Their tribes are loose theocracies ruled by shamans who oversee their people's simple lives of hunting, gathering, and religious observance. The rarer rock iguanid tribes make their homes among the cliffs, craggy hills, and deserts to the north of the jungles. They usually set up their village in a cave network but sometimes build simple hut villages if there is nothing available. The same goes for the sea iguanids, who are likely to live in seashore huts or air-filled, underwater caverns.[2]

Oie transparent (2geckonids

Summary

Small, quick, brightly-colored, and curious, Geckonids are the friendliest of the lizard peoples. Soft, interconnecting scales of green, blue, red, and brown cover their skin. Most stand around 5 feet tall. Their limbs arc short and thin, their tails short and stubby. The most striking features of the geckonids are their eyes: huge, bulbous orbs on either side of their faces. Most interesting, though, are the suction cups on their fingers and toes that allow them to climb walls and ceilings as if they were floors. Geckonids have mild chameleon abilities. Their skin color changes slightly according to their mood and surroundings.

Geckonids would rather run away than fight, since their teeth and claws are too small to cause damage. If forced to fight, they use speed and climbing to their advantage. Since they can stick to almost any surface and leap up to 30 feet, geckonids often have the advantage of surprise. In combat they run along walls to throw off their opponents, dodge blows by leaping to the ceiling, and—if things go badly—-scamper up a steep surface. Geckonids can see invisible creatures and objects. They do not realize the things they see are invisible and, if associating with others, assume that everybody else notices the invisible person or object as well.

Geckonids are driven by an insatiable curiosity. They love to explore, and they frequently wander into nearby cities, which they consider treasuries of unending interest. After exposure to civilization, geckonids often become thieves or even mages. They do not feel avarice, rather they steal as an excuse to poke around in others' belongings. It amuses them to dodge the law by running up the sides of buildings and peeking over the edges to see the looks on the guards' faces.[2]

Ketsarrarender

Summary

The Shadowscale tribe was a tribe of undead shadowslain lizardfolk dwelling in the Vast Swamp of Cormyr and in the Shadow Swamp in the Plane of Shadow. The Shadowscale tribe emerged from the enslaved remnants of the Dragonslayer tribe, when the black dragon Despayr used the power of the shadow shard to transform them into undead, shadowslain creatures, including his own half-breed daughter, their chieftain Ketsarra Shadowscale.

A Shadowscale was created when a captured lizardfolk was exposed to the necromantic magic of the shadow shard and transformed into an undead shadowslain creature. Over time, all the original living lizardfolk of the tribe became shadowslain beings. Their numbers included regular lizardfolk, Poison Dusks, and Blackscales. Appearing as a regular lizardfolk of its kind, a Shadowscale was swathed in flickering, rippling shadows, and its eyes glowed with a light described as unholy and hate-filled. Otherwise, they looked much as they did in life, but as undead beings they became increasingly emaciated and decayed to the point of being skeletal.

Summary

A Lizard King or Lizard Queen was a demon-blooded lizardfolk who often ruled tribes of their non-fiendish kin. They served the demon lord Sess'innek. 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.

Lizard kings are the direct results of the war between the sarrukh and the khaastas. The demon lord Sess’innek sent his demonic legions to Faerûn to control the lizardfolk, hoping to weaken the sarrukh’s base of support on their homeworld. The war dragged on for centuries, and the demons are eventually recalled to the Barrens of Doom and Despair, leaving their offspring, the lizard kings, to rule in their stead. Only four out of ten lizardfolk tribes are ruled by lizard kings today. Such tribes are highly aggressive, often warring with civilized settlements as well as other lizardfolk, though they almost never battle other tribes under the control of lizard kings. While lizardfolk are normally not evil, those tribes under the leadership of lizard kings are. Lizardfolk tribes ruled by lizard kings are more advanced than other tribes, and they typically use sophisticated tactics, ambushes, and traps. Lizard kings don’t shy away from battle, but they keep their fiercest warriors nearby and almost never enter combat alone. While most lizardfolk are disorganized in combat, those led by a lizard king stand by their ruler at all costs.

Powers and Stats

Tier: 9-B | At least 9-B | 9-B to 9-A | Varies from 9-B to 8-C, up to at least High 8-C, likely 8-B, possibly 8-A | At most Low 7-B

Key: Lizardfolk & Subspecies | Lizard King/Queen | Subchief | Shaman | Peak Examples

Name: Lizardfolk, Reptile Men, Lizard Men

Origin: Dungeons and Dragons

Gender: Varies

Age: Lizardfolk reach maturity around age 14 and rarely live longer than 60 years, the oldest ever having lived to 80

Classification: Reptilian Humanoid

Powers and Abilities:

All base abilities plus Magic, Non-Physical Interaction (Can affect incorporeal, intangible, abstract, and conceptual creatures), Summoning (Able to summon a familiar), Mind Manipulation (Via Sanctuary), Forcefield Creation (Via Shield Other), Damage Transferal (Via Shield Other), Heat Manipulation (Via Heat Metal), Resistance to Heat Manipulation (Via Endure Elements)

Attack Potency: Wall level (Comparable to casters of Burning Hands) | At least Wall level (Superior to normal Lizardfolk) | Wall level to Small Building level+ (Superior to casters capable of using Conjure Barrage) | At least Large Building level (Comparable to the likes of adventurers capable of casting Freezing Sphere), likely City Block level (Comparable to casters capable of using Lower Water), possibly Multi-City Block level (Comparable to adventurers capable of disintegrating a magically formed stone temple) | At most Small City level+ (Peak Lizardfolk Fighters are capable of reaching CR 15, placing them on the same level as Legendary Dragons)

Speed: Subsonic (Comparable to first level adventurers, who can dodge arrows at point blank range) | Subsonic | Hypersonic+ with High Hypersonic+ reactions (Comparable to mid-level adventurers who can dodge Call Lightning) | At least Hypersonic+ with High Hypersonic+ reactions | At least Hypersonic+ with High Hypersonic+ reactions

Lifting Strength: Class 1 to Class 5 (Physically weaker Lizardfolk such as Dusk Fangs can push up to 580 to 790 kg. Average Lizardfolk can push and drag up to 680 to 900 kg. Renders can push and drag up to 1040 kg. Physically stronger Lizardfolk such as Blackscales, Agrutha, Crocodilians, and Shadowscales can push and drag up to 1580 kg. Shadowscale Marauders can push and drag up to 2086 kg.) | Class 5 (Able to push and drag up to 1170 kg.) | Class 1 (Able to push and drag up to 790 kg.) | Class 1 (Able to push and drag up to 900 kg.) | Class 5 (Able to push and drag up to 1170 kg.)

Striking Strength: Wall level | At least Wall level | Wall level to Small Building level+ | At least Large Building level, likely City Block level, possibly Multi-City Block level | At most Small City level+

Durability: Wall level (Even normal Lizardfolk possess scales with a toughness comparable to weaker armor such as a Chain Shirt) | At least Wall level (Superior to normal Lizardfolk) | Wall level to Small Building level+ | At least Large Building level, likely City Block level, possibly Multi-City Block level | At most Small City level+

Stamina: Superhuman, comparable to adventurers who can endure impalement, loss of limb, and other extreme forms of punishment and still manage to fight and press on. Can hold their breath for up to fifteen minutes. Due to being undead, Shadowscale Lizardfolk are incapable of experiencing fatigue or exhaustion.

Range: Standard melee range, Extended melee rage with melee weapons, Tens to hundreds of meters with ranged weapons and spells | Standard melee range, Tens of meters with Javelins and Darkness | Standard melee range, Tens to Hundreds of meters with spells | Standard melee range, Tens of meters with spells | Standard melee range, Tens to Hundreds of meters with spells

Standard Equipment:

Dagger, Spiked Shield, Heavy Club, Javelins, Barbed Darts

Shortbow, Bola, Net, Longsword, Masterwork Longbow, Longspear

Shadowstuff Armor, Javelins, Shortbow, Greatclub, Chain Shirt

Trident, Shortsword, Javelins

Intelligence: Below Average to Average (Lizardfolk possess an intelligence rating ranging from 7, 8, to 9), High in regards to combat, nature, hunting, and survival (Due to Lizardfolk tending to live in hostile jungle environments they are naturally proficient in skills that help them survive, such as the ability to identify, track, hunt, and handle animals, detecting the presence of potential predators in their surroundings, identify dangerous plants and hazardous terrain, study and predict the weather, move through the environment quickly and safely, and concealing themselves by blending into the environment or sneaking up on prey. They are also highly resourceful when it comes to utilizing the environment to its fullest, able to craft a variety of weapons and equipment from even the smallest of creatures[11]. In non-nature scenarios, Lizardfolk possess a cold and calculating mindset, assessing any and all things they come across as detached descriptions of creatures and situations. Lacking any internal emotional reactions, lizardfolk behave in a distant manner, simply observing and reacting as a situation warrants, assessing everyone and everything in terms of utility and based on their current and future and importance[11]. When placed in combat Lizardfolk fight as unorganized individuals, preferring frontal assaults and massed rushes, sometimes trying to force foes into the water where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies.) | Gifted (Lizard Kings possess an intelligence rating of 13 and an intellect far superior to normal Lizardfolk, able to easily manipulate tribes they inhabit into overthrowing their current rulers and taking control of them, rapidly advancing their tribe with semi-advanced technology and organized combat tactics in the process.[12]) | Average (Possess a intelligence rating of 10) | Average (Possess a intelligence rating of 10

Standard Tactics: Lizardfolk utilize guerilla and ambush tactics in combat and will usually try to engage enemies in or near water or force them into a body of water where they have a territorial advantage.[4] Lizardfolk rarely fight to the death and commonly withdraw and regroup once they are severely injured.

Weaknesses: Easily enticed by food and the prospect of a good meal. Due to being cold-blooded, all Lizardfolk except Shadowscales are vulnerable to low temperatures. Shadowscale Lizardfolk are highly sensitive to light.

Notable Attacks/Techniques:

  • Deep Breather: The Lizardfolk can hold their breath for twice as long as normal before the risk drowning.
  • Chameleon Blood: Lizardfolk with this feat can slightly shift the color of their scales, aiding them in blending in with dense vegetation.
  • Reptilian Healing: Lizardfolk with this feat heal at an increased rate, much like many lesser reptilian creatures.

  • Summon Familiar: At 2nd level, an adept can call a familiar, just as a sorcerer or wizard can. This familiar can be a Bat, Cat, Hawk, Lizard, Owl, Rat, Raven, Snake, Toad, or Weasel.

  • Sanctuary: Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.
  • Shield Other: This spell wards the subject and creates a mystic connection between the caster and the subject so that some of its wounds are transferred to the caster. The subject gains increased armor and resistances. Additionally, the subject takes only half damage from all wounds and attacks including that dealt by special abilities. The amount of damage not taken by the warded creature is taken by the caster. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with the caster because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and the caster, but damage already split is not reassigned to the subject. If the caster and the subject of the spell move out of range of each other, the spell ends.

  • Endure Elements: A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit. The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
  • Heat Metal: The caster chooses a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that they can see within range. They cause the object to glow red-hot. Any creature in physical contact with the object takes fire damage when the caster cast the spell. Until the spell ends, they can use a bonus action on each of their subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of their next turn.

  • Rage: A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains increased Strength, Constitution, and Will, but he takes a penalty to Armor. While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage.
  • Uncanny Dodge: At 2nd level, a barbarian gains the ability to dodge even if he is caught off guard or struck by an invisible attacker. However, this does not work if he is immobilized.
  • Trap Sense: Starting at 3rd level, a barbarian gains the ability to passively sense and avoid traps in the area.
  • Improved Uncanny Dodge: At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels.
  • Damage Reduction: At 7th level, a barbarian gains Damage Reduction, reducing the damage he takes from weapons and natural attacks.
  • Blood Frenzy: The Render has advantage on melee attack rolls against any creature that doesn't have all its hit points.
  • Rend the Field: The Render makes a claw attack against each creature of its choice within 10 feet of it. A creature hit by this attack is knocked prone.

    • Aura: A cleric has a particularly powerful aura corresponding to their deity’s alignment.
    • Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs. Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells.
    • Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies. Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
    • Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells.
    • Turn or Rebuke Undead: Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy or unholy symbol. A good cleric (or a neutral cleric who worships a good deity) can destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.
    • Jaws of Semuanya: The Subchief invokes the primal magic of Semuanya, summoning a spectral maw around a target it can see within 60 feet of it that pierces the opponent and invokes an intense sense of fear in them.

  • Granted Powers: The caster can use speak with animals once per day as a spell-like ability.
  • Calm Animals: This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
  • Hold Animal: The caster chooses an animal that they can see within range. The target is paralyzed.
  • Dominate Animal: The caster can enchant an animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands are simply ignored. Dominate animal establishes a mental link between them and the subject creature. The animal can be directed by silent mental command as long as it remains in range. The caster needs not see the creature to control it. The caster does not receive direct sensory input from the creature, but they know what it is experiencing. Because they are directing the animal with their own intelligence, it may be able to undertake actions normally beyond its own comprehension. The caster needs not concentrate exclusively on controlling the creature unless they are trying to direct it to do something it normally couldn’t do. Changing instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

  • Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. This granted power is a supernatural ability.
  • Entangle: Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when they cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against their spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
  • Barkskin: The caster touches a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
  • Plant Growth: This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If they cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The caster can exclude one or more areas of any size within the spell's area from being affected. If they cast this spell over 8 hours, they enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

  • Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. This granted power is a supernatural ability.
  • Obscuring Mist:: A Misty vapor arises around the caster. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment and creatures farther away have total concealment. A moderate wind, such as from a gust of wind spell, gradually disperses the fog, a strong wind immediately disperses the fog, a fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area, and a wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater.
  • Fog Cloud: The caster creates a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed disperses it.
  • Water Breathing: This spell grants up to ten willing creatures the caster can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

  • Light: The caster touches one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as the caster likes. Completely covering the object with something opaque blocks the light. The spell ends if the caster casts it again or dismiss it as an action.
  • Sacred Flame: Flame-like radiance descends on a creature that the caster can see within range. The target must succeed on a Dexterity saving throw or take radiant damage. The target gains no benefit from cover for this saving throw.
  • Spare the Dying: The caster touches a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
  • Thaumaturgy: The caster manifests a minor wonder, a sign of supernatural power, within range. The caster creates one of the following magical effects within range:
    • The caster's voice booms up to three times as loud as normal for 1 minute.
    • The caster causes flames to flicker, brighten, dim, or change color for 1 minute.
    • The caster causes harmless tremors in the ground for 1 minute.
    • The caster creates an instantaneous sound that originates from a point of their choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    • The caster instantaneously causes an unlocked door or window to fly open or slam shut.
    • The caster alters the appearance of their eyes for 1 minute.
  • If the caster casts this spell multiple times, they can have up to three of its 1-minute effects active at a time, and they can dismiss such an effect as an action.

  • Command: The caster speaks a one-word command to a creature they can see within range. The spell has no effect if the target is undead, if it doesn't understand their language, or if their command is directly harmful to it. Some typical commands and their effects include, but are not limited to:
    • Approach: The target moves toward the caster by the shortest and most direct route, ending its turn if it moves within 5 feet of them.
    • Drop: The target drops whatever it is holding and then ends its turn.
    • Flee: The target spends its turn moving away from the caster by the fastest available means.
    • Grovel: The target falls prone and then ends its turn.
    • Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
  • Guiding Bolt: A flash of light streaks toward a creature of their choice within range. Make a ranged spell attack against the target. On a hit, the target takes radiant damage, and the next attack roll made against this target before the end of their next turn has advantage, thanks to the mystical dim light glittering on the target until then.
  • Purify Food and Drink: All nonmagical food and drink within a 5-foot-radius sphere centered on a point of their choice within range is purified and rendered free of poison and disease.

  • Hold Person: The caster chooses a humanoid that they can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
  • Lesser Restoration: The caster touches a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • Silence: For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point the caster chooses within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

  • Bestow Curse: The caster touches a creature which becomes cursed for the duration of the spell. When the caster cast this spell, choose the nature of the curse from the following options:
    • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
    • While cursed, the target has an increased chance of missing with its attacks.
    • While cursed, the target is unable to make attacks.
    • While the target is cursed, their attacks and spells deal bonus necrotic damage to the target.
  • Dispel Magic: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using their spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

    • Spontaneous Casting: A druid can channel stored spell energy into summoning spells that he hasn’t prepared ahead of time. He can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
    • Animal Companion: A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), wolf, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases. If a druid releases her companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
    • Wild Empathy: A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast, but this is more difficult.
    • Woodland Stride: Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
    • Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
    • Wild Shape: At 5th level, a druid gains the ability to turn himself into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. The effect lasts for 1 hour per druid level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time the caster uses wild shape, they regain lost hit points as if they had rested for a night. Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet. The form chosen must be that of an animal the druid is familiar with. A druid loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. In addition, he gains the ability to take the shape of a Large animal at 8th level. The favored Wild Shape of a Lizardfolk Druid is a crocodile.
    • Venom Immunity: At 9th level, a druid gains immunity to all poisons.

  • Druidcraft: Whispering to the spirits of nature, the caster creates one of the following effects within range:
    • The caster creates a tiny, harmless sensory effect that predicts what the weather will be at their location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
    • The caster instantly makes a flower blossom, a seed pod open, or a leaf bud bloom.
    • The caster creates an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
    • The caster instantly lights or snuff out a candle, a torch, or a small campfire.
  • Produce Flame: A flickering flame appears in the caster's hand. The flame remains there for the duration and harms neither them nor their equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if the caster dismisses it as an action or if they cast it again. They can also attack with the flame, although doing so ends the spell. When they cast this spell, or as an action on a later turn, they can hurl the flame at a creature within 30 feet of them. Make a ranged spell attack. On a hit, the target takes fire damage.
  • Thorn Whip: The caster creates a long, vine-like whip covered in thorns that lashes out at their command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes piercing damage, and if the creature is Large or smaller, the caster pulls the creature up to 10 feet closer to them.

  • Entangle: Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when the caster casts the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against their spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
  • Fog Cloud: The caster creates a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

  • Heat Metal: The caster chooses a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that they can see within range. They cause the object to glow red-hot. Any creature in physical contact with the object takes fire damage when the caster cast the spell. Until the spell ends, they can use a bonus action on each of their subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of their next turn.
  • Spike Growth: The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against their spell save DC to recognize the terrain as hazardous before entering it.

  • Conjure Animals (Reptiles): The caster summons fey spirits that take the form of beasts and appear in unoccupied spaces that the caster can see within range. Choose one of the following options for what appears:
    • One beast of challenge rating 2 or lower (Quetzalcoatlus, Plesiosaurus, Giant Constrictor Snake, Allosaurus)
    • Two beasts of challenge rating 1 or lower (Old Croaker, Giant Toad, Deinonychus, Clawfoot)
    • Four beasts of challenge rating 1/2 or lower (Jaculi, Crocodile)
    • Eight beasts of challenge rating 1/4 or lower (Velociraptor, Pteranodon, Hadrosaurus, Giant Riding Lizard, Giant Poisonous Snake, Giant Lizard, Giant Frog, Dimetrodon, Constrictor Snake, Poisonous Snake, Flying Snake, Lizard, Frog)
  • Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to the caster and their companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that the caster issue to them (no action required by the caster). If the caster don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
  • Plant Growth: This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If the caster cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. The caster can exclude one or more areas of any size within the spell's area from being affected. If the caster cast this spell over 8 hours, they enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

    • Favored Enemy: At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. The Poison Dusk's Favored enemy is Humans/Humanoids.
    • Track: A ranger gains Track as a bonus feat, granting them increased capacity for tracking prey in the environment.
    • Wild Empathy: A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast, but this is more difficult.
    • Combat Style: Archery: At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
      • Rapid Shot: The caster can get one extra attack per round with a ranged weapon.
    • Animal Companion: At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), wolf, manta ray, porpoise, Medium shark, or squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

  • Alarm: The caster sets an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts them whenever a Tiny or larger creature touches or enters the warded area. When the caster casts the spell, they can designate creatures that won't set off the alarm. The caster also choose whether the alarm is mental or audible. A mental alarm alerts the caster with a ping in their mind if they are within 1 mile of the warded area. This ping awakens the caster if they are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
  • Animal Messenger: By means of this spell, the caster uses an animal to deliver a message. Choosing a Tiny beast they can see within range, such as a squirrel, a blue jay, or a bat. The caster specifies a location, which they must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." The caster may also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers the caster's message to the creature that the caster described, replicating the sound of the caster's voice. The messenger speaks only to a creature matching the description the caster gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where the caster cast this spell.
  • Calm Animals: This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.
  • Charm Animal: This charm makes an animal regard the caster as its trusted friend and ally. The spell does not enable the caster to control the charmed person as if it are an automaton, but it perceives the caster's words and actions in the most favorable way. An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by the caster or their apparent allies that threatens the charmed person breaks the spell.
  • Delay Poison: The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.
  • Detect Animals or Plants: The caster can detect a particular kind of animal or plant in a cone emanating out from them in whatever direction they face. The caster must think of a kind of animal or plant when using the spell, but they can change the animal or plant. The amount of information revealed depends on how long they search a particular area or focus on a specific kind of animal or plant.
  • Detect Poison: The caster determine whether a creature, object, or area has been poisoned or is poisonous as well as the exact type of poison. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.il the covering is removed. Darkness counters or dispels any light spell of equal or lower spell level.
  • Detect Snares and Pits: The caster can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.
  • Endure Elements: A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit. The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
  • Entangle: Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. A creature that manages to avoid the initial spell is not entangled but can still move at only half speed through the area. The plants continually attempt to entangle all creatures that have avoided or escaped entanglement.
  • Hide from Animals: Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.
  • Jump: The caster touches a creature. The creature's jump distance is tripled until the spell ends.
  • Longstrider: The caster touches a creature. The target's speed increases by 10 feet until the spell ends.
  • Magic Fang: Magic fang gives one natural weapon of the subject bonus damage. The spell can affect a slam attack, fist, bite, or other natural weapon
  • Pass without Trace: A veil of shadows and silence radiates from the caster, masking them and their companions from detection. For the duration, each creature the caster chooses within 30 feet can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
  • Read Magic: By means of read magic, the caster can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the caster has read the magical inscription, they are thereafter able to read that particular writing without recourse to the use of read magic.
  • Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types the caster selects: acid, cold, electricity, fire, or sonic. The subject gains energy resistance against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced. The spell protects the recipient’s equipment as well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
  • Speak with Animals: The caster gains the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. The caster might be able to persuade a beast to perform a small favor.
  • Summon Nature’s Ally I: This spell summons a natural creature. It appears where the caster designates and acts immediately, on their turn. It attacks their opponents to the best of its ability. If the caster can communicate with the creature, they can direct it not to attack, to attack particular enemies, or to perform other actions. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. The animals that can be summoned are Dire Rat, Eagle, Monkey, Octopus, Owl, Porpoise, Small Viper, and Wolf.

  • Hide in Plain Sight: Can use the Hide skill while being observed and while lacking cover or concealment, except in natural daylight, the area of a Daylight spell, or similar magical light.
  • Weave Drain: An Aura given off by Shadowslain that affects spellcasters who use The Weave. If the spellcaster is within 10 feet of the Shadowslain, their aura rapidly absorbs their spells, healing the Shadowslain for each spell absorbed. This does not work on users of divine magic.
  • Shadowstuff Armor: A Shadowslain is shrouded in a semisolid armor of shadowstuff, a quasi-real illusory substance forged from the void of Shar, that is completely weightless, partially reflects and deflects attacks, grants a large bonus to stealth, and regenerates if damaged or destroyed.

  • Skewer: Once per turn, when the Lizard King makes a melee attack with its trident and hits, the target takes bonus damage, and the Lizard King gains temporary hit points equal to the extra damage dealt.
  • Smite Good: Once per day, a Lizard King can make a normal melee attack to deal increased damage against a good foe.
  • Darkness: This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment. Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have their vision obscured in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed. Darkness counters or dispels any light spell of equal or lower spell level.

  • Other

    Notable Victories:

    Notable Losses:

    Zenberu Gugu (Overlord) Zenberu's Profile (Speed was equalized, Base Lizardfolk used, and starting distance was 5 meters)

    Inconclusive Matches:

    Discussions

    Discussion threads involving Lizardfolk
    1. 1.0 1.1 1.2 1.3 Monster Manual III (Ver. 3.5), page 96
    2. 2.0 2.1 2.2 2.3 2.4 Dragon Magazine 268, pages 80-87
    3. Monster Manual I (Ver. 3.5), page 169
    4. 4.0 4.1 4.2 4.3 Dragon Magazine 335, pages 55
    5. Cormyr - The Tearing of the Weave, page 69
    6. Libris Mortis 3.5e Page 10
    7. Libris Mortis 3.5e Page 7
    8. Cormyr - The Tearing of the Weave, page 152
    9. Cormyr - The Tearing of the Weave, page 153
    10. Serpent Kingdoms, page 69
    11. 11.0 11.1 Lizardfolk Traits
    12. Fiend Folio, page 62
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