Lizard Folk

**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 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.**

Lizard Folk, or Lizardmen, are one of the oldest races in Aroura, and in being so are also one of the most widespread, however the largest groups are found in the the Jungles of Montabi, While typically hostle to outsiders some have gained their trust and learned more about their unique lifestyles and the many varieties of their people.

## **LIZARDFOLK CULTURE**

Most lizardfolk live a savage existence. They form small tribes in wetlands, swamps, jungles and sometimes deep in otherwise untouched deserts. They’re rarely the sociable type, and that whole “monster” label is pretty appropriate most of the time. They prioritize survival above everything else, and other races are usually just considered “assets” or “resources”. Lizardfolk aren’t evil or stupid, they simply have a distinctly reptilian view of the world.

Lizardfolk don’t tend to have lofty aspirations, evil schemes, or any real plans beyond surviving the next season. A lizardfolk tribe might end up serving a priest to an evil god, or become enslaved by a local draconic tyrant, but all they really want is to survive and be left alone. Their allegiance is to themselves first, their tribe second, and to whatever promises the wellbeing of the first two.

Lizardfolk aren’t exactly emotionless, it just seems like that to warm-blooded folk. They experience fear when a monster shows up, anger against a foe, fondness for a family member, Etc. It’s just that they take those emotions as a static input, rather than *feeling* an emotion. Instead they take those feelings like a list of variables, feelings to them are no different than their other senses and feeling sadness is no different than feeling hungry. They may go to great lengths to save an ally, but they won’t be broken up afterwards if they fail. Lizardfolk can learn to internalize these emotions from non-lizardfolk, but it’s like learning a foreign language.

## **LIZARDFOLK NAMES**

Lizardfolk have Draconic names, but they use very simple descriptive words for themselves. Usually they relate to a notable deed or action, and they can change many times throughout a lizardfolk’s life. Often, they relate to the lizardfolk’s hunting style, simple description, or a strong foe they managed to vanquish. Their names have no gender, and though their meanings are often simple draconic is a complex language and the words are often long. The following names are followed by their translations from Draconic in parentheses:

**Lizardfolk Names:** Anqu-Svent (Goblin Killer), Charir (Red), Darastrix (Dragon), Ghontix-Riyit (Tricker of Ogres), Harroc (Hunter), Iblink (Hawk), Ixen (Fire), Korinth (Rage), Kornari (Heart), Maekrix (Leader), Ner (Spear), Osear (Horn), Sonea-Vemcini (Giant Eater).

## **TYPES OF LIZARD FOLK**

Lizardfolk Are spread out around Aurora, With Three varieties found outside of Montabi, and four in the Southern Contenent.

##### Spineback Lizardfolk

The most common subrace is the Spineback Lizardfolk, they are so common most imperials and Shi think they are the only kind of Lizardfolk, Known for their Spine like fin don the back of their skull and neck, they are both Brutal and cunning.

##### Gator Lizardfolk

Gator Lizardfolk, or just Gatorfolk, Live in the swamps of Kaldal, as well as the rivers and swamps of Montabi and southern Rajara. Gatorfolk are much larger than the more common lizardfolk that most people are aware of. They are often seen as brutes or enforcers, and not without reason. Gatorfolk are the strongest breed of lizardfolk, and their capabilities in combat are unrivaled. Similarly to Spineback lizardfolk, gatorfolk are most at home in swamps, and have mastered the art of hunting in swamps, using their environment to put down their foes with extreme efficiency.

##### Frilled-neck Lizardfolk

Frill-Neck lizardfolk are smaller in stature than their more common cousins, but make up for it with traits that let them avoid confrontation when possible, and strike precisely when necessary. As their name suggests, a Frill-Neck's defining feature is a large sail around their neck, that can be flared out to intimated predators, and to assert strength in interpersonal disputes. Frilled necked Lizardfolk are commonly found in theunclamied jungles of Montabi.

##### Sandscale Lizardfolk

Mostly found in the Sea of Sand. Sandscale lizardfolk live in deserts that would inhospitable to most other races. Even a Fire Genasi would think twice about the deserts these lizards call home. Despite, or maybe because of these harsh conditions, Sandscale lizards have adapted to become ruthlessly efficient desert predators. Whether basking during the day or hunting in twilight hours, sandscales are adept at remaining unseen among the shifting sands.

## **LIZARDFOLK FEATURES**

* Ability Score Increase. Your Constitution score increase by 2, and your Wisdom score increases by 1.

* Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.

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

* Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

* 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.

* 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.

* Hold Breath. You can hold your breath for up to 15 minutes at a time.

* Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

* 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.

* 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 (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

* Languages. You can speak, read, and write Common and Draconic.