lizardfolk monster card

Lizardfolk Monster Card art by Nate Marcel

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Lizardfolk Culture, Psychology, & Lore

by Jason Hine

 

“The Smoothskins grow fat basking in the valleys of our ancestors.  But monsoon winds blow.  Now come the endless rains.  Clutchmates, we rise with the river!  We become the flood!

 – Ts’tak’thi’is Ss’thax’kin, Coldkin Shaman

Culture & Psychology

From sweltering jungles to baking deserts and rotting marshlands, Lizardfolk thrive in environments unsuited for “civilized” societies.  Their scaled hides protect them from the sun, and from the stinging insects, poisonous snakes, and disease-ridden leeches that have long driven less-adapted populations to more habitable ground.  Lizardfolk flourish in overbearing heat, becoming stronger, faster, and more agile when temperatures rise.  As for the pests abundant in their homelands, Lizardfolk view these not as a nuisance, but as a source of easy food.

Lizardfolk tribes in watery environments build stilted huts among the reeds, or rope together wooden platforms and conceal them between the roots of ancient Mangrove trees.  They hunt and fish for food, stalking their prey on land and in the water with equal facility.  Although Lizardfolk are omnivorous, hunters successful enough to share their kill are accorded higher status.  Because Lizardfolk tribes rarely farm or store food, communities of more than 80 members are rare.

At the center of every Lizardfolk village is its hatchery.  Twelve eggs comprise a typical clutch, of which half will hatch.  Crested males fertilize all eggs within the hatchery.  The hatchlings are guarded by female Crones, and by Toothless (fallen, or beta status) males.  Hatchlings are raised communally and viewed as members of the tribe.  No thought is given to their parentage.  Lizardfolk have no concept of mother or father.

Lizardfolk society is patriarchal, with the strongest Crested acting as chieftain.  Only another Crested may challenge for this role, with mixed results for the loser.  In some tribes the defeated is found Toothless, and allowed to rear hatchlings if they choose to stay on with the tribe.  In others, losers become the main course in a bloody ritual feast.

Skills in tool craft, and weapon- and armor-making are passed down through the generations.  Coldkin Shamans practice advanced herbalism used for healing and spell casting.  Basilisk Hunters possess a deep knowledge of poisons and psychoactive plants, used not only for their effects in combat, but for anesthesia, induced coma, and for facilitating connection with the spirit world.  Most goods possessed by the tribe are scavenged or constructed from what nature provides.  Lizardfolk rarely engage in metalwork—they view dependence on iron as a Smoothskin weakness.  They keep few possessions aside from those with daily utility.

Lizardfolk tribes make their own tools, weave their own clothes, and harvest their own food, so they have little use for trade with other peoples.  Slaughtering livestock does nothing to elevate a hunter’s status.  Lands cannot be traded—only taken and occupied.  Metal skins rust and slow real warriors.  Trinkets are frivolous, and beasts of burden are ill-fit to survive in swamps.

When treating with Lizardfolk, it is important to remember that they seldom lie.  They view casual deceit as a failing of character.  However, Lizardfolk may change their intentions swiftly, especially when this is of benefit to the tribe.  They make few promises, and act as reluctant allies.  Lizardfolk have a particular fondness for Tortles (especially of the razorback subtype)—both for their useful shells and their delicious flesh.  Numerous explorers report using Tortles in their negotiations with Lizardfolk, with a moderate degree of success.

Some Lizardfolk tribes speak Draconic, and a few fringe groups are acquainted with Smoothskin tongues.  When language is a barrier, non-verbal cues go a long way toward fostering an understanding.  Head bobbing is a sign of deference and respect, while throat-swelling is the issuance of a challenge.  Lizardfolk often lash their tails as a precursor to an attack.  Anyone nearby had better retreat or prepare for a fight.

Special Tactics

Despite their size and impressive strength, Lizardfolk are ambush predators who prefer to attack with surprise.  Smaller, weaker foes are seen as prey, and will be hunted in the open, especially when food is scarce.  Lizardfolk typically avoid direct conflict with greater forces when outside their own domain.  When confronted with superior force on open ground, Lizardfolk retreat to well-known territory whenever possible.

Within their swamps, marshlands, jungles, and deserts Lizardfolk eagerly engage in hit and run tactics.  They lay in wait behind felled logs, bury themselves in sand, and lurk beneath the surface of murky waters.  They will kidnap stragglers from adventuring groups to lure the rest of the party deeper into their lands.

Lizardfolk make use of nets, snares, pits, and swinging log traps to capture their prey.  Depending on environment, they will release piranhas, snakes, caiman, scorpions, and other fearsome beasts to accost adventures.

Qualities

Agoraphobia.  Lizardfolk are uncomfortable in open places.  When on a plain or large meadow, they attack at -1 to hit and suffer a -2 to any Fear or Wisdom checks.

Hunter-Gatherer.  Because Lizardfolk do not farm, they are often forced to migrate in search of food.  This puts them at odds with settled communities and can cause conflict with other Lizardfolk tribes.  Their dwellings are often constructed of lightweight, easy-to-move materials.

Might Makes Right.  The strong lead and earn first pick of the spoils.  Those who can’t defend a possession should relinquish it to someone more fit.  Among Lizardfolk, this turnover is usually achieved without conflict.  Occasionally, Lizardfolk apply this value to neighboring civilizations, leading to misunderstandings about the ownership of land, livestock, and property.

Isolationists.  Outsiders with flexible belief structures are viewed a threat to tribal ideals and customs.  Lizardfolk are especially wary of Clerics and Paladins from Smoothskin races, who might corrupt hatchlings with their new ideas and clever tongues.  As a result, Lizardfolk are difficult to Persuade.  Warm-blooded races suffer a -3 to all Bluff or Persuasion checks against Lizardfolk (-5 for Clerics).

Sun Loving.  Most Lizardfolk become sluggish when exposed to cold.  They will not willingly reside in cold dungeons or in caves without outdoor access.  Their bones become brittle without daily exposure to sunlight.  Cold Lizardfolk suffer -2 AC, -2 to hit, and -10 to Move.

Weaponry

Melee 1.  Axes, Clubs and Shields.  Usually constructed of stone, wood, or bone.  Lizardfolk craft with materials that can survive constant exposure to sun and humidity.

Melee 2.  Spears and Polearms.  Crested and other ascendant Lizardfolk prefer weapons that utilize their great strength and reach, but can also be used to hunt large game.

Ranged 1.  Javelins and Shields.  The preferred ranged weapon of rank-and-file Lizardfolk warriors.  Useful for hunting prey—sentient or otherwise.

Ranged 2.  Blowpipes, Nets, and Darts.  Commonly used by Basilisk Hunters.  These ambush weapons are coated with a paralytic toxin rendered from poisonous toads.  Against lightly-armored foes, a barbed throwing dart may also be used.  This poisoned dart deals 1d3 damage, along with an additional 1d3 damage when removed.

Special Units

Crested.  Named for the sunburst-orange ridge on their heads that rises during combat, Crested are the elite warriors of Lizardfolk society.  In most tribes, only another Crested may challenge a chieftain for leadership of a tribe.  Crested rise from the ranks of ascendant male warriors.  Female Lizardfolk’s pheromones release hormones in male Crested warriors that slowly alter their biology, making them larger and stronger.

There will be approximately one Crested warrior for every twenty Lizardfolk in a tribe.  When creating a tribe’s Crested, roll 1d10.  On a result of 1-8, the Crested has a strength modifier of +3, on a 9-10 that strength modifier increases to +4.  The tribe’s chieftain will always have the greatest modifier.  Crested also have an additional 1d10+3 hit points over standard Lizardfolk warriors.

Finally, Crested pick first from any scavenged armor or gear.  They are more likely to use metal weapons, and it is not uncommon to see a Crested wielding a masterwork polearm.

The presence of a Crested on the battlefield gives all other Lizardfolk +2 to Will saves for the duration of the combat.

When separated from their tribe for an extended period of time, Crested slowly lose their additional abilities and become Toothless.  Crested adventurers are never encountered.

Coldkin Shaman.  Coldkin Shamans are Druids known for their ability to Charm reptiles or dinosaurs.  Occasionally, in regions where Lizardfolk have frequent contact with other nations or tribes, a Coldkin Shaman will rise to become chieftain of a tribe.  While rare, tribes led by Coldkin are more willing to engage in trade with the outside world.  If a Coldkin tribe is threatened, their Shaman may perform a ritual to bind a large, predatory dinosaur or monstrous reptile to their will, then lead their tribe to seek retribution.

A bound reptile or dinosaur can be returned to its wild state by slaying its Coldkin Master.

Basilisk Hunters.  Of the young Lizardfolk not yet ready to ascend, only the smallest and most agile are chosen to join the ranks of the Basilisk.  These killers glide through water so quietly, rumors persist that they’ve learned a water-walking charm.  Instead, every Basilisk Hunter endures long hours training to swim, hide, and move silently in water.  In rivers and deep swamps, they stay fully submerged, breathing through their blowpipes.  Basilisks receive +4 to Stealth checks when in water, allowing them to sneak up on their prey unheard.

Basilisks prefer to attack first with poisoned blow darts.  (Poison Save, once per combat, DC 18.  On a failed Save the victim is Paralyzed for 1d4 rounds.)  If successful, they will net their prey and drag it back to their Crested and his warriors.

Although Basilisks prefer not to risk hand-to-hand combat, they also wield poisoned daggers capable of performing a sneak attack at 2d6 damage.  Basilisks eschew the cumbersome shields of Lizardfolk warriors, and do not suffer from Movement penalties after the fifteenth round of combat (see Movement: Run below).

Dryscales.  While most Lizardfolk reside in wetlands, the large, fierce Dryscales live in sandy deserts.  Dryscales have thick, tough, scales often interlaced with gray, red, or black coloration (Natural Armor, AC 17).  More aggressive and less cautious than their semi-aquatic counterparts, these nomadic Dryscales are usually encountered in groups of 3d6 or fewer.

During high sun, Dryscales wriggle into the shady recesses of sandstone cliffs.  They emerge in the morning or late-evening to bask, preferring to hunt at night.  In combat, Dryscales fight with scavenged scimitars or two-handed great clubs.  They can also bite with a 1d8+3 piercing attack.

Dryscales have been hunted to the brink of extinction for their fire-resistant scales and as such, are rarely found outside of deep desert.

Special Abilities

Hold Breath.  Originating from their semi-aquatic nature, Lizardfolk can hold their breath for up to fifteen minutes under water.

Perfect Stillness.  Lizardfolk are capable of holding their bodies completely still for hours at a time before springing into action.  In their native environment, be it swamp, marsh, desert, or rainforest, they receive +5 to Stealth checks.

Third Eye.  Due to their proficiency at nocturnal hunting, Mages and naturalist scholars originally believed that Lizardfolk possessed Darkvision.  This was disproven in later years, when it was shown that they have a specialized sensory gland, able to detect heat.  This gives all Lizardfolk +6 on Spot checks for warm-blooded creatures or fire.

Poison Resistant.  Due to their cold-blooded metabolism, Lizardfolk are resistant to poisons and gain +4 to any Saves against Poison.

Movement

Run.  Good/Poor.  Lizardfolk have a surprisingly quick initial burst, but tend to fatigue over a long combat or chase.  When routed, they prefer to distance themselves from pursuit and hide, rather than trying to outrun their opponents over the long haul.

Lizardfolk open combat at 40 ft speed for the first five rounds, then falter to 30 ft speed for rounds six through fifteen.  After fifteen rounds have expired, they move at 20 ft.

Climb.  Good/Poor.  Most Lizardfolk excel at climbing trees, but lack experience climbing rock and stone.  Dryscales show the opposite pattern.

Swim.   Good.  Lizardfolk are exceptional swimmers, proving just as agile in water as on land.

Burrow.  n/a

Fly.  n/a

Grudges

Bullywugs are an ancestral enemy of Lizardfolk, and these races often squabble over territory.  Lizardfolk are afraid and mistrustful of Yuan-Ti, who regularly attempt to enslave Lizardfolk tribes.

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