Lizardman

“When we peeked through the thick foliage, we saw a teeming crowd of these ‘Lizardmen.’ I saw small, gecko-like ones. I saw large monitor-like ones. And I saw hulking alligator-like ones. I named them according to the species they resembled, and swiftly left before they saw us.” - excerpt from the Journal of Christopher Colombo, a famous Imperial explorer.
Lizardmen, also known as Lizardfolk, are a race of reptilian, lizard-like beings that dominate the jungles of Tekunatin. Though, to call them one race is perhaps an oversimplification - for the ‘Lizardmen’ are actually comprised of 3 very distinct castes. The Gecks, beings that resemble geckos or skinks, are the smallest and most skittish of the Lizardmen. The Komodos, beings that resemble monitor lizards or komodo dragons, are the fierce warrior caste. Finally, the Gators, beings that resemble crocodiles or alligators, are the largest of the three, hulking entities that function as heavy warriors and labourers. Whatever their purpose, effectively all Lizardmen are singularly loyal to the order and great plan of their god - The Entity.
== Physical Description - Spawned by Design ==
In many ways, all Lizardmen are very similar in their physical description - and yet incredibly different. Their scales are typically variations of blue or green in colouration, matching the terrain of their jungle homeland, but other colours can also occur in some cases. They are also all medium sized, though the average height of each caste varies. The castes are ultimately very different in most other ways, though, for they are created and spawned for a specific purpose - something that their biology reflects.
Gecks are the smallest of the Lizardmen castes, averaging at about 4-5 feet tall. They are also the lightest and most slender. This is by design, of course, as the Gecks serve as the scouts, craftsmen, administrators and a majority of the workforce. Their bodies are designed to slip through the jungle with ease and avoid attacks rather than tank them.
Komodos are the middle of the castes, serving as guards and soldiers. They average at about 6 feet tall and weigh slightly more than a well-built Human of the same size. As the warrior caste, the Komodos have incredibly thick scales, making them less agile than the Gecks but not as slow as Gators.
Gators are the largest of the castes, averaging at about 7-8 feet tall. They are also the heaviest, at about 500 pounds - their thick hides and dense builds making them even heavier than they might appear. Gators are the heavy labours and heavy soldiers of the Lizardmen, meaning that their bodies are designed for strength and punishment. It is not uncommon for experienced Gators to be covered in scars.
== Mentality - Unwavering Dedication ==
Like their bodies, the minds of the Lizardmen are also tailor-made to serve their assigned purpose. More specifically, the Gecks are skittish and sly, but also have the ability to work efficiently in large groups better than the other castes and are generally the most intelligent of the three. Komodos are designed to work best in small regiments, as soldiers would, and experience less fear than many other races might in certain situations. Gators are the least intelligent of the three castes. They are not stupid or ‘behind’ but their minds seem to be created with brawn in mind, meaning that certain cognitive abilities suffer as a result.
Where all three castes are united, however, is in their unwavering and never-ending loyalty to their god, The Entity, and its plan. All Lizardmen are united under this purpose, making their nation an effective theocracy. The vivid and almost-indecipherable visions gifted by their god are normally deciphered by the Tortles, another race entirely, and carried out by the Lizardmen with no doubt in their minds. Everything happens at the whim of these writings, from declaring wars to trade decisions to when clutches should be spawned and hatched.
When it comes to dealing with other races, the Lizardmen are known to be surprisingly welcoming hosts. In the earliest days of Imperial interaction with this race, stereotypes and xenophobia led to many expecting the Lizardmen to be hostile savages. However, they welcomed the explorers with open arms and gladly showed them their civilisation. Since then, the Lizardmen have built a reputation as a kind people that accommodate their guests’ needs whenever they can. That said, their faith comes first and any act of heresy or crime against The Entity is met with swift and harsh punishment.
== Society - Followers of The Entity ==
Lizardman society revolves around collectivism and their religion first-and-foremost. They follow a belief called ‘The Great Purpose’ - essentially meaning that their god has planned and will eventually show what each Lizardman will do and what their exact purpose is. Their society operates as a caste system, however, and so each type of Lizardman will typically fall into a particular role depending on what caste they are. Gecks serve as administrators, religious helpers, scholars, and comprise a majority of the work force. Komodos serve as full-time soldiers and guardsmen. Gators serve as heavy labour and heavy warriors. Lizardmen cities are known to be amongst the most beautiful and intricate in the world, but difficult to reach due to the hostile jungle that surrounds them.
Lizardmen in other lands, of all kinds, are almost always there in some service to the Great Purpose. Perhaps they were sent there to secure an alliance with a foreign power, or to retrieve a specific artefact. In some cases, one might find Lizardmen working aboard ships or in mercenary armies, serving in godly plans that, though they might not fully understand it, they are unwaveringly loyal to.
== Lizardman Adventurers - Exile and Expedition ==
Lizardmen that become adventurers are typically there in service to either community or The Entity, as one might expect. They might be looking for a specific artefact or individual, or simply have been sent their for a purpose as-of-yet unclear. In rarer cases, a Lizardman adventurer might be an exile from their country. Perhaps they were one of the few Lizardmen that committed an act of heresy - and so had to flee their homeland. These Lizardmen might be searching for a way back to their home, or simply making a living in a new land.
== Lizardman Names ==
Lizardmen are given their names based on the holy visions and texts that dictate their birth. Naturally, these names are very similar to those of the Tortles, for they to are creations of The Entity, but are never the exact same. Since Lizardmen are bred for a specific purpose, their names will usually at least roughly correlate with their role in the Scaleish language. The Lizardmen, being a non-binary race, do not have gender-specific names as some other races do. They also do not have family names, for Lizardmen do not have family units like many other races.
Example Lizardman Names - Choctloa, Kisin, Ix-Tan-Tun, Mecatl, Ah-Uaynih, Xec-Ticnec.
== Lizardman Traits ==
Your Lizardman character has a variety of natural abilities, the result of their engineered biology and particular caste.
* Ability Score Increase - your Wisdom increases by 2 and you gain an extra +1 increase based on your caste (Dexterity for Gecks, Strength for Komodos, Constitution for Gators).
* Age - Lizardmen mature in a matter of weeks after birth. Once matured, a Lizardman can live for up to 750-800 years.
* Alignment - most Lizardmen are unwaveringly loyal to their faith and the laws of the country, making most of them lawful. That said, their dedication to their faith gives them a biological neutrality to most affairs outside of the Great Purpose.
* Size - the size of the Lizardman varies depending on what caste they are. Gecks are typically 4-5 feet in height, Komodos are roughly 6 feet and Gators are usually 7-8 feet. Either way, your size is Medium.
* Speed - your base walking speed is 30 feet. You also have 30 feet of swim speed.
* Bite - you have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
* Hold Breath - you can hold your breath for up to 15 minutes at a time.
* Hungry Jaws - you can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* Natural Armour - you have tough, scaly skin. When you aren’t wearing armour, your base AC is 13 + your Dexterity modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armour.
* Caste Benefits - as a Lizardman, you are born into a specific caste with a specific purpose in mind. This gives you certain benefits. Gecks gain proficiency in the Stealth skill, as a result of their slender builds. Komodos gain proficiency in the Survival skill, as a result of their warrior training. Gators gain proficiency in the Perception skill as a result of their honed senses. You also gain proficiency in either Animal Handling, Medicine, or Nature depending on your birth-purpose.
* Languages - you can speak, read and write Common and Scaleish. All Lizardmen speak with a certain gravelly, almost scale-like tone to their voices, though there are variations in pitch based on their caste. Gecks speak with a higher-pitched voice, Komodos speak with a deeper pitch and Gators speak the deepest. Some might incorporate hisses or other noises, somewhat similar to the reptiles they resemble.
Category:Races