Lizardfolk
“Dozens of 'em came outta the woodwork. Dropped from
trees, jumped outta bushes... We were surrounded before
we even saw 'em.”
- Finnaeus Oakfingers, Halfling Bard, describing an
encounter with a tribe of lizardfolk.
Lizardfolk are primitive reptilian humanoids that lurk in the
swamps and jungles of the world. Their hut villages thrive
in forbidding grottoes, half-sunken ruins, and watery
caverns.
Territorial Xenophobes
Lizardfolk deal and trade with other races only rarely.
Fiercely territorial, they use camouflaged scouts to guard
the perimeter of their domain. When unwelcome visitors
are detected, a tribe sends a hunting band to harass or drive
the trespassers off, or tricks them into blundering into the
lairs of crocodiles and other dangerous creatures.
Lizardfolk have no notion of traditional morality, and they
find the concepts of good and evil utterly alien. Truly Great Feasts and Sacrifices
neutral creatures, they kill when it is expedient and do
Lizardfolk are omnivorous, but they have a taste for
whatever it takes to survive. Lizardfolk rarely stray beyond
humanoid flesh. Prisoners are often taken back to their
their claimed hunting grounds. Any creature that enters
camps to become the centerpieces of great feasts and rites
their territory is fair game to be stalked, killed, and
involving dancing, storytelling, and ritual combat. Victims
devoured. They make no distinction between humanoids,
are either cooked and eaten by the tribe, or are sacrificed to
beasts, and monsters. Similarly, lizardfolk don't like
Semuanya, the lizardfolk god.
reaching too far beyond their borders, where they could
easily become the hunted instead of the hunters. Occasions Canny Crafters
might arise when lizardfolk will form alliances with their
Though they aren't skilled artisans, lizardfolk craft tools
neighbors. These lizardfolk usually learn firsthand that
and ornamental jewelry out of the bones of their kills, and
humans, dwarves, halflings, and elves can sometimes prove
they use the hides and shells of dead monsters to create
helpful or trustworthy. Once lizardfolk forge ties with
shields.
outsiders, they are steadfast and fierce allies.
Dragon Worshippers
Lizardfolk speak Draconic, which they are thought to have
learned from dragons in ancient times. A tribe that wanders
into the territory of a dragon will offer it tribute to win its
favor. An evil dragon might exploit lizardfolk for its own
vile ends, turning them into raiders and plunderers.
Lizardfolk Names
Lizardfolk names are typically very harsh and sibilant, like
the Draconic language from which they are derived. They
are also given a nickname that reflects some unique trait
they have. The nicknames are given in Draconic, but can be
easily translated to Common. Lizardfolk do not have
surnames.
Male Names: Arashk, Braza, Drazzat, Grauk, Guhet,
Kaszuk, Kiuz, Rashaz, Traz, Varak, Yizzik.
Female Names: Crae, Drazda, Hara, Hesk, Jazaka, Kroga,
Riza, Saraza, Saress, Zara, Yikuz.
Nicknames: Snapjaw, Glimmerscale, Sharpclaw,
Strongtail, Swifthunter, Brighteyes.
Subrace. Lizardfolk are some of the most racially diverse
Lizardfolk Traits creatures in many D&D settings. Each tribe has its own
unique set of traits. Three subraces are shown here, each
Your lizardfolk character has a number of inborn abilities from a different tribe. Choose one of these subraces.
unique to its race and tribe.
Ability Score Increase. Your Constitution score Greenscale Tribe
increases by 2. Nimble, and with a natural affinity for devastating ambush
Age. Lizardfolk reach adulthood around 10 years of age. tactics, greenscale lizardfolk are infamous for ruthlessly
On average, they live about 110 years. defending their territory from invaders. Uninvited travelers
Alignment. As most lizardfolk tribes worship black or into swamps and jungles occupied by the greenscales return
green dragons, many lizardfolk tend to be as chaotic and with stories of scaled terrors plunging from the treetops, or
evil as their draconic patrons. However, a lizardfolk do not return at all.
adventurer may possess a better moral compass than its Ability Score Increase. Your Wisdom score increases
tribal kin. by 1.
Heightened Senses. Your keen eyes and nose make give Size. Greenscale lizardfolk grow to between 6 and 7 feet
you +2 bonus to passive Wisdom (Perception) checks tall, and weigh between 200 and 250 pounds. Their thickly
checks involving sight or smell. muscled tails run from 3 to 4 feet long. Your size is
Natural Weapons. You sport the wicked teeth and claws Medium.
of a predator. Your unarmed strikes deal 1d4 slashing Speed. Your base walking speed is 35 feet.
damage (claws) or 1d4 piercing damage (teeth). Ambusher. You have advantage on attack rolls against
Swamp Dweller. You can hold your breath for up to 15 any creature that is surprised.
minutes. Additionally, you have a swim speed equal to Treetop Hunter. ou have advantage on Athletics and
your base walking speed. Acrobatics checks made to climb and move about in trees.
Tribal Hunter. You are proficient with clubs, daggers, Additionally, you can plunge from heights of over 10 feet
spears, javelins, and slings. to attack a creature from above, gaining advantage on the
Languages. You can speak pidgin Common and you attack, and dealing an additional 1d6 damage for each 10
can speak, read, and write Draconic. Draconic is thought to feet fallen. This damage does not stack with other sources
be one of the oldest languages and is often used in the study of extra damage on this attack, such as a rogue's Sneak
of magic. The language sounds harsh to most other Attack.
creatures and includes numerous hard consonants and Tribal Combat Training. You are proficient with
sibilants. shortbows.
Blackscale Tribe Poison Use. You are proficient with the Poisoner's kit.
More powerfully built than their other lizardfolk kin,the During a short or long rest, you can create up to 3 doses of
blackscales are alarmingly violent. The blackscale chieftain basic poison, which can be applied to weapons. This
of a given swamp is undoubtedly the strongest member of hastily-made poison loses potency after 24 hours. The rules
the tribe; were he not, he would swiftly be deposed by a for basic poison can be found in the Player's Handbook.
mightier successor and killed. This cycle of savage The save DC for your poison is equal to 8 + your Wisdom
domination of weaker creatures has earned all lizardfolk a modifier + your proficiency bonus.
reputation for barbarity. Tribal Combat Training. You are proficient with nets.
Ability Score Increase. Your Strength score increases
by 1.
Size. Blackscale lizardfolk grow to be around 7 feet tall,
and weigh between 220 and 300 pounds. Their thickly
muscled tails run from 4 to 5 feet long. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
Brute. Once per turn when you make a melee weapon
attack using Strength, you may add half your proficiency
bonus, rounded down, as a bonus to the damage roll. This
stacks with other sources of extra damage, such as the
barbarian's rage damage.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Tribal Combat Training. You are proficient with
greatclubs.
Poison Dusk Tribe
While smaller than other lizardfolk, the poison dusk
lizardfolk are just as dangerous when provoked. A poison
dusk lizardfolk's scales shift color to match its
surroundings, making it a naturally stealthy hunter.
Combined with their affinity for making poisons, this
makes poison dusk lizardfolk the most dangerous when you
can't see them.
Ability Score Increase. Your Dexterity score increases
by 1.
Size. Poison Dusk lizardfolk grow to be between 3 to 4
feet tall, weighing between 50 and 60 pounds. Their tails
run from 2 to 3 feet long. Your size is Small.
Speed. Your base walking speed is 25 feet.
Chameleon Skin. You can change the color of your
scales to match the color and texture of your natural
surroundings as a bonus action. While camouflaged, you
have advantage on Dexterity (Stealth) checks made to hide
in the matched terrain. Moving out of the matched terrain,
such as by moving indoors or by moving to an area with
different vegetation or rocks (usually any area over 100 feet
from where you first camouflaged), causes you to lose this
advantage. Once changed, you must complete a short or
long rest before you may use this feature again. When not
camouflaged, your scales shift color based on your mood.