“ | 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 |
“ | 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 |
“ | 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 |
“ | I heard about lizard men in stories my parents told. They were the stuff of fireside tales. | „ |
~ Elminster |
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.
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]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]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]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]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]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]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]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:
Superhuman Physical Characteristics, Weapon Mastery (Lizardfolk are naturally proficient with a variety of simple weapons [Gauntlets, Daggers, Sickles, Clubs, Maces, Quarterstaffs, Spears, Crossbows, Darts, Shortbows, Javelins, Slings], and shields), Martial Arts (All Lizardfolk are naturally proficient in unarmed combat), Enhanced Senses (Lizardfolk possess Darkvision, allowing them to see in dim light within their field of view as if it were bright light, and in darkness as if it were dim light.), Stealth Mastery (Lizardfolk are highly skilled in stealth, and all members of the species have a natural bonus to Stealth), Acrobatics (All Lizardfolk have a natural bonus to Balance[3]), Camouflage, Preparation, Natural Weaponry (Teeth, Claws), Berserk Mode (Via Hungry Jaws), Healing (Via Hungry Jaws)
Body Control and Camouflage (Via Chameleon Blood[4]), Regeneration (Mid-Low Via Reptilian Healing[4])
All base abilities plus Small Size (Type 0, Poison Dusks tend to only be 3-4 feet tall), Weapon Mastery (In addition to traditional weapons, Poison Dusks posses proficiency in weapons such as Shortbows, Bolas, Nets, and Longswords[1]), Poison Manipulation (Poison Dusks are masters in the use of poison), Paralysis Inducement (Poison Dusks use a sacred paralytic poison that causes instant paralysis for two to twelve minutes[5]), Camouflage (Poison Dusks are able to control the color of their bodies to blend in with the environment[1]), Damage Boost (Via Favored Enemy), Social Influencing (Via Wild Empathy), Healing
All base abilities plus Immortality (Types 1, 3, and 7), Self-Sustenance (Types 1, 2, and 3), Darkness Manipulation, Stealth Mastery (Via Hide in Plain Sight), Non-Physical Interaction (Can affect intangible, abstract, incorporeal, nonexistent, an conceptual enemies), Energy Manipulation/Absorption (Due to being linked to the Negative Energy Plane, Shadowscales passively absorb energy from the material plane and absorb spells that use Negative Energy such as Inflict Wounds[6]. All undead draw their powers from the Negative Plane which is the antithesis to life[7]), Aura, Power Absorption (Via Weave Drain), Healing (Via Weave Drain), Illusion Creation (Via Shadowstuff Armor), Nonexistent Physiology (Type 1, Shadowstuff is a nonexistent substance forged from the void of Shar), Attack Reflection (Via Shadowstuff Armor), Resistance to Heat Manipulation (As a Dark Creature, Shadowscale Lizardfolk have resistance to extreme cold[8]), Holy Manipulation, Energy Manipulation (Shadowslain resist the effects of Turning[9]), Mind Manipulation, Empathic Manipulation, Poison Manipulation, Sleep Manipulation, Paralysis Inducement, Disease Manipulation, Death Manipulation, Power Nullification, Energy Absorption, Statistics Reduction, Acid Manipulation, and Soul Manipulation (Shadowslain possess all the immunities of an Undead)
All base abilities plus Underwater Breathing, Surface Scaling, Resistance to Magic (Iguanids have an innate resistance to magic)
All base abilities plus Surface Scaling, Camouflage, Body Control (Can alter the color of their bodies at will), and Enhanced Senses (Can see invisible beings and objects)
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)
All base abilities plus Social Influencing (Via Intimidate), Rage Power, Berserk Mode, Statistics Amplification (Via Rage), Instinctive Reaction (Via Uncanny Dodge and Improved Uncanny Dodge), Damage Reduction, Damage Boost (Via Blood Frenzy)
All base abilities plus Magic, Non-Physical Interaction (Can affect incorporeal, intangible, abstract, and conceptual creatures), Subjective Reality, Holy Manipulation (Ranger spells are based in divine magic which creates magical effects purely through faith and belief), Sound Manipulation (Via Alarm and Animal Messenger), Animal Manipulation (Via Animal Messenger), Empathic Manipulation (Via Calm Animals), Social Influencing (Via Charm Animal), Extrasensory Perception (Via Detect Animals or Plants, Detect Poison, and Detect Snares and Pits), Plant Manipulation (Via Entangle), Stealth Mastery (Via Hide from Animals and Pass Without Trace), Empowerment (Via Magic Fang), Automatic Translation (Via Speak with Animals), Summoning (Via Summon Nature’s Ally I), Resistance to Poison Manipulation (Via Delay Poison), Heat Manipulation (Via Endure Element), Energy Manipulation, Acid Manipulation, Ice Manipulation, Electricity Manipulation, Fire Manipulation, and Sound Manipulation (Via Resist Energy)
All base abilities plus Magic, Non-Physical Interaction (Can affect incorporeal, intangible, abstract, and conceptual creatures), Holy Manipulation, Subjective Reality (Capable of divine magic, which creates magical effects purely through faith and belief), Aura, Healing (Via
Spontaneous Casting, Spare the Dying, and Lesser Restoration), Pain Manipulation (Via Spontaneous Casting), Energy Manipulation (Via Spontaneous Casting), Necromancy (Via Rebuke Undead), Deconstruction (Via Destroy Undead), Summoning (Via Jaws of Semuanya), Fear Manipulation (Via Jaws of Semuanya), Automatic Translation (Via Speak with Animals), Empathic Manipulation (Via Calm Animals), Paralysis Inducement (Via Hold Animal and Hold Person), Animal Manipulation, Mind Manipulation (Via Dominate Animal and Command), Plant Manipulation (Via Rebuke or Command Plants, Entangle, and Plant Growth), Biological Manipulation (Via Barkskin), Life Manipulation (Via Plant Growth), Water Manipulation (Via Destroy Fire, Rebuke, Command, or Bolster Water), Weather Manipulation (Via
Obscuring Mist and Fog Cloud), Underwater Breathing (Via Water Breathing), Light Manipulation (Via Light, Sacred Flame, Guiding Bolt), Sound Manipulation (Via Thaumaturgy and Silence), Fire Manipulation (Via Thaumaturgy), Vibration Manipulation (Via Thaumaturgy), Purification (Via Purify Food and Drink), Curse Manipulation (Via Bestow Curse), Probability Manipulation (Via Bestow Curse), Power Nullification (Via Dispel Magic)All base abilities plus Magic, Non-Physical Interaction (Can affect incorporeal, intangible, abstract, and conceptual creatures), Holy Manipulation, Subjective Reality (Capable of divine magic, which creates magical effects purely through faith and belief), Empathic Manipulation (Via Wild Empathy), Stealth Mastery (Via Trackless Step), Shapeshifting (Via Wild Shape), Plant Manipulation (Via Druidcraft, Entangle, and Plant Growth), Air Manipulation (Via Druidcraft), Sound Manipulation (Via Druidcraft), Fragrance Manipulation (Via Druidcraft), Fire Manipulation (Via Druidcraft and Produce Flame), Weapon Creation (Via Thorn Whip and Spike Growth), Weather Manipulation (Via Fog Cloud), Heat Manipulation (Via Heat Metal), Summoning (Via Conjure Animals), Life Manipulation (Via Plant Growth), Necromancy (Able to create Skeletal Dragons[4]), Resistance to Poison Manipulation (Via Venom Immunity)
All base abilities plus Flight, Life Manipulation and Absorption (Capable of absorbing the life force of enemies Via Skewer), Non-Physical Interaction (Can affect incorporeal, intangible, abstract, and conceptual creatures), Damage Boost (Via Smite Good and Skewer), Darkness Manipulation (Via Darkness[10]), Limited Power Nullification (Via Darkness, nullifies enhanced visual senses and both natural and magical light), Abstract Existence (Type 1, Lizard Kings are Native Outsiders, As outsiders they are purely abstract in their physiology, only maintaining an illusion of fleshy existence), Damage Reduction (Lizard Kings and Queens innately take reduced damage from magic), Resistance to Fear Manipulation (Lizard Kings and Queens possess immunity to the Frightened condition), Poison Manipulation (Lizard Kings and Queens possess immunity to Poison), Acid Manipulation, Cold, Fire Manipulation, Electricity Manipulation, and Magic (Lizard Kings have a natural resistance to these forms of damage)
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
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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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)
- 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.
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 |
- ↑ 1.0 1.1 1.2 1.3 Monster Manual III (Ver. 3.5), page 96
- ↑ 2.0 2.1 2.2 2.3 2.4 Dragon Magazine 268, pages 80-87
- ↑ Monster Manual I (Ver. 3.5), page 169
- ↑ 4.0 4.1 4.2 4.3 Dragon Magazine 335, pages 55
- ↑ Cormyr - The Tearing of the Weave, page 69
- ↑ Libris Mortis 3.5e Page 10
- ↑ Libris Mortis 3.5e Page 7
- ↑ Cormyr - The Tearing of the Weave, page 152
- ↑ Cormyr - The Tearing of the Weave, page 153
- ↑ Serpent Kingdoms, page 69
- ↑ 11.0 11.1 Lizardfolk Traits
- ↑ Fiend Folio, page 62