Lizardfolk

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|-|Lizardfolk=
==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.
|-|Subraces=
|-|Lizard King=
==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.
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==Powers and Stats==
Tier: | At least | to | Varies from to , up to at least , likely , possibly | At most 
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: 
<tabber>
|-|Lizardfolk=
|-|Subspecies=
|-|Classes=
|-|Lizard King/Queen=All base abilities plus Flight, Life Manipulation and Absorption (Capable of absorbing the life force of enemies Via ), Non-Physical Interaction (Can affect incorporeal, intangible, abstract, and conceptual creatures), Damage Boost ( and ), Darkness Manipulation (Via Serpent Kingdoms, page 69), Limited Power Nullification (Via , nullifies enhanced visual senses and both natural and magical light), Abstract Existence (Type 1, , As outsiders they are purely abstract in their physiology, only maintaining an illusion of fleshy existence), Damage Reduction (), Resistance to Fear Manipulation (), Poison Manipulation (), Acid Manipulation, Cold, Fire Manipulation, Electricity Manipulation, and Magic ()
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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 , 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 can push up to 580 to 790 kg. can push and drag up to 680 to 900 kg. can push and drag up to 1040 kg. Physically stronger Lizardfolk such as , Agrutha, Crocodilians, and Shadowscales can push and drag up to 1580 kg. Shadowscale Marauders can push and drag up to 2086 kg.) | Class 5 (.) | Class 1 (Able to push and drag up to 790 kg.) | Class 1 (.) | Class 5 (.)
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:
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|-|Lizardfolk=Dagger, Spiked Shield, Heavy Club, Javelins, Barbed Darts
|-|Poison Dusk=Shortbow, Bola, Net, Longsword, Masterwork Longbow, Longspear
|-|Shadowscale=Shadowstuff Armor, Javelins, Shortbow, Greatclub, Chain Shirt
|-|Lizard King=Trident, Shortsword, Javelins
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Intelligence: Below Average to Average (Lizardfolk possess an intelligence rating ranging from , , to ), 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.Lizardfolk Traits 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. 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 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 processFiend Folio, page 62) | Average (Possess a intelligence rating of ) | Average (Possess a intelligence rating of 10
Standard Tactics: . 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:
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|-|Lizardfolk Feats=
*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.
|-|Adept=
|-|Barbarian=
*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.
|-|Subchief/Cleric=
|-|Shaman/Druid=
|-|Ranger=
|-|Shadowscale=
*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.
|-|Lizard King=
*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.
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==Notable Matchups==
Victories:
Losses:
Zenberu Gugu (Overlord) Zenberu's Profile (Speed was equalized, Base Lizardfolk used, and starting distance was 5 meters)
Inconclusive: 
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