Lizardfolk

## Statistics

### Alignment

Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.

### Age

Lizardfolk reach maturity around age 14 and rarely live longer than 180 years.

### Size

Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.

### Languages

You can speak, read, and write Common and Abyssal

## Racial Traits

### Trait 1

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

### Trait 2

Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

### Trait 3

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### ***History***

Lizard Folk much like their brethren of the Scalekins have massive hatred towards Dragonborns and other dragonkin the they are normally Tribalistic depending on the region (Scorched Barrens for example). They usually found roaming the world of Nerakov or fighting in Wars in the Barrens they are usually odd but well meaning

### ***Subraces***

#### ***Arrodil (Armoured Lizard)***

* **Natural Armor:** You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
* **Hunter's Lore:** You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
* ***Spikes:*** If a creature hits you with a weapon attack, they take 1d4 piercing damage. If a creature successfully grapples you, they take 1d6 piercing damage, and do so again at the start of their next turn while they're still grappling you. Additionally, since your body is covered in spines, armor must be made to fit you, or else you cannot benefit from this feature. Armor made to do so costs twice as much, as it must have several dozens of extra holes in the armor while still maintaining armor quality.

#### ***Chamele (Chameleon)***

* ***Tongue-lash:*** So long as the use of your tongue is not inhibited, your unarmed strikes are considered to have the Reach property. Additionally, you can make minor interactions with your tongue, such as activating buttons, casting touch spells or retrieving small items, from a distance of up to 10 feet.
* ***Adaptive Camouflage:*** Your skin can change color to match your environment, giving you a natural advantage when trying to travel unseen. You can take the Hide action so long as you are adjacent to any opaque object or solid surface. In addition, whenever you are hidden and stand still, creatures have disadvantage on all ability checks made to detect you that rely on sight.
* ***Griptail:*** Your tail is a prehensile appendage, that you can use to grab and hold small objects, and to anchor yourself to terrain.
* **Gripster (Replaces SwimSpeed)**: You now have a Climb Speed equal to your walk speed

#### ***Aqualla (Aquatic Lizards)***

* ***Speedy Swimmers:*** Increase Swimspeed to 50 ft and decrease walk speed to 25 ft you also can hold your breath for 15 minutes
* ***Venomous Fangs:*** You can add a nasty surprise to your already deadly bite. As a bonus action, you can make a special attack with your *Bite*. If the attack hits, it deals its normal damage, and the target must succeed a Constitution saving throw (DC=8 + your Constitution modifier + your proficiency bonus) or become poisoned for 1 minute. You can't use this trait again until you finish a short or long rest.
* ***Menacing Stare:*** Aqualla are known to have unsettling eyes. You are proficient in the Intimidation skill.

#### ***Monete (Monitor Lizards)***

* ***Caustic Bite:*** Your saliva is an excellent tool for neutralizing prey or harming enemies, after a successful attack you can expend a Bonus Action to make a bite attack that deals 3d6 Acid damage.
* ***Ambush Predator:*** Your speed and abilities to hunt grant you the skills to expertly hide and ambush your target, During a Surprise round or if you are successfully in Stealth against a target your first attack is made with advantage rolling 3 dice instead of 2. *This ability can be used a number of times equal to half your proficiency modifier per long rest*
* ***Hungry Jaws:*** In battle, you can throw yourself into a vicious 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 Constitution modifier (Minimum of 1), and you can’t use this trait again until you finish a short or long rest.