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<blockquote data-quote="dante58701" data-source="post: 3480827" data-attributes="member: 40336"><p><strong>More lizardly lizardfolk...</strong></p><p></p><p>I got really bored with the hack'n'slash lizardfolk and decided to fix the problem by making them slightly tougher (barely noticeable) and more lizard-like. Complete with monstrous humanoid typing (which they should be anyways), lowlight vision, scent, and tremorsense (which all lizard type things should have...lizards are very sensitive to vibrations).</p><p></p><p></p><p>Lizardfolk</p><p>Medium Monstrous Humanoid (Reptilian)</p><p>Hit Dice: 3d8+3+3 (18 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 12 (+2 natural) or 14 (+2 natural, +2 heavy shield), touch 10, flat-footed 12 or 14</p><p>Base Attack/Grapple: +3/+4</p><p>Attack: Claw +4 melee (1d4+1) or club +4 melee (1d6+1) or javelin +3 ranged (1d6+1)</p><p>Full Attack: 2 claws +4 melee (1d4+1) and bite +2 melee (1d6); or club +4 melee (1d6+1) and bite +2 melee (1d6); or javelin +3 ranged (1d6+1)</p><p>Special Attacks:—</p><p>Special Qualities: Darkvision 60 ft., hold breath, lowlight vision, scent, tremorsense 30 ft.</p><p>Space/Reach: 5 ft./5 ft.</p><p>Saves: Fort +2, Ref +3, Will +3</p><p>Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10</p><p>Skills: Balance +4, Jump +5, Swim +3</p><p>Feats:Multiattack, Toughness</p><p>Environment: Temperate marshes</p><p>Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)</p><p>Challenge Rating: 2</p><p>Treasure: 50% coins; 50% goods; 50% items</p><p>Alignment: Usually neutral</p><p>Advancement: By character class</p><p>Level Adjustment: +1</p><p></p><p>This tall humanoid looks like a cross between a powerfully built human and a lizard. It has clawed hands, a long tail, and toothy jaws.</p><p></p><p>Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked.</p><p></p><p>Although they are omnivores, lizardfolk prefer meat; popular lore holds that lizardfolk prefer humanoid flesh, but this charge is largely unfounded (though some tribes do eat captives or slain foes). Some more advanced tribes build huts and use a variety of weapons and shields; leaders of these tribes may have equipment stolen from or obtained in trade with other intelligent creatures.</p><p></p><p>A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.</p><p></p><p>Lizardfolk speak Draconic.</p><p></p><p>Combat</p><p></p><p>Lizardfolk fight as unorganized individuals. They prefer 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. Advanced tribes use more sophisticated tactics and have better traps and ambushes.</p><p></p><p>Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).</p><p></p><p>Skills: Because of their tails, lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks. The skill modifiers given in the statistics block include a –2 armor check penalty (–4 on Swim checks) for carrying a heavy shield.</p><p></p><p>Or for those preferring something more like the original...the meatgrinder version.</p><p></p><p>Lizardfolk</p><p>Medium Monstrous Humanoid (Reptilian)</p><p>Hit Dice: 3d8+3+3 (18 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 12 (+2 natural) or 14 (+2 natural, +2 heavy shield), touch 10, flat-footed 12 or 14</p><p>Base Attack/Grapple: +3/+4</p><p>Attack: Claw +4 melee (1d4+1) or club +4 melee (1d6+1) or javelin +3 ranged (1d6+1)</p><p>Full Attack: 2 claws +4 melee (1d4+1) and bite +2 melee (1d6); or club +4 melee (1d6+1) and bite +2 melee (1d6); or javelin +3 ranged (1d6+1)</p><p>Special Attacks:—</p><p>Special Qualities: Darkvision 60 ft., hold breath, lowlight vision</p><p>Space/Reach: 5 ft./5 ft.</p><p>Saves: Fort +2, Ref +3, Will +3</p><p>Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10</p><p>Skills: Balance +4, Jump +5, Swim +3</p><p>Feats:Multiattack, Toughness</p><p>Environment: Temperate marshes</p><p>Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)</p><p>Challenge Rating: 2</p><p>Treasure: 50% coins; 50% goods; 50% items</p><p>Alignment: Usually neutral</p><p>Advancement: By character class</p><p>Level Adjustment: +1</p><p></p><p>This tall humanoid looks like a cross between a powerfully built human and a lizard. It has clawed hands, a long tail, and toothy jaws.</p><p></p><p>Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked.</p><p></p><p>Although they are omnivores, lizardfolk prefer meat; popular lore holds that lizardfolk prefer humanoid flesh, but this charge is largely unfounded (though some tribes do eat captives or slain foes). Some more advanced tribes build huts and use a variety of weapons and shields; leaders of these tribes may have equipment stolen from or obtained in trade with other intelligent creatures.</p><p></p><p>A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.</p><p></p><p>Lizardfolk speak Draconic.</p><p></p><p>Combat</p><p></p><p>Lizardfolk fight as unorganized individuals. They prefer 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. Advanced tribes use more sophisticated tactics and have better traps and ambushes.</p><p></p><p>Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide).</p><p></p><p>Skills: Because of their tails, lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks. The skill modifiers given in the statistics block include a –2 armor check penalty (–4 on Swim checks) for carrying a heavy shield.</p></blockquote><p></p>
[QUOTE="dante58701, post: 3480827, member: 40336"] [b]More lizardly lizardfolk...[/b] I got really bored with the hack'n'slash lizardfolk and decided to fix the problem by making them slightly tougher (barely noticeable) and more lizard-like. Complete with monstrous humanoid typing (which they should be anyways), lowlight vision, scent, and tremorsense (which all lizard type things should have...lizards are very sensitive to vibrations). Lizardfolk Medium Monstrous Humanoid (Reptilian) Hit Dice: 3d8+3+3 (18 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 12 (+2 natural) or 14 (+2 natural, +2 heavy shield), touch 10, flat-footed 12 or 14 Base Attack/Grapple: +3/+4 Attack: Claw +4 melee (1d4+1) or club +4 melee (1d6+1) or javelin +3 ranged (1d6+1) Full Attack: 2 claws +4 melee (1d4+1) and bite +2 melee (1d6); or club +4 melee (1d6+1) and bite +2 melee (1d6); or javelin +3 ranged (1d6+1) Special Attacks:— Special Qualities: Darkvision 60 ft., hold breath, lowlight vision, scent, tremorsense 30 ft. Space/Reach: 5 ft./5 ft. Saves: Fort +2, Ref +3, Will +3 Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 Skills: Balance +4, Jump +5, Swim +3 Feats:Multiattack, Toughness Environment: Temperate marshes Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level) Challenge Rating: 2 Treasure: 50% coins; 50% goods; 50% items Alignment: Usually neutral Advancement: By character class Level Adjustment: +1 This tall humanoid looks like a cross between a powerfully built human and a lizard. It has clawed hands, a long tail, and toothy jaws. Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked. Although they are omnivores, lizardfolk prefer meat; popular lore holds that lizardfolk prefer humanoid flesh, but this charge is largely unfounded (though some tribes do eat captives or slain foes). Some more advanced tribes build huts and use a variety of weapons and shields; leaders of these tribes may have equipment stolen from or obtained in trade with other intelligent creatures. A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds. Lizardfolk speak Draconic. Combat Lizardfolk fight as unorganized individuals. They prefer 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. Advanced tribes use more sophisticated tactics and have better traps and ambushes. Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide). Skills: Because of their tails, lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks. The skill modifiers given in the statistics block include a –2 armor check penalty (–4 on Swim checks) for carrying a heavy shield. Or for those preferring something more like the original...the meatgrinder version. Lizardfolk Medium Monstrous Humanoid (Reptilian) Hit Dice: 3d8+3+3 (18 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 12 (+2 natural) or 14 (+2 natural, +2 heavy shield), touch 10, flat-footed 12 or 14 Base Attack/Grapple: +3/+4 Attack: Claw +4 melee (1d4+1) or club +4 melee (1d6+1) or javelin +3 ranged (1d6+1) Full Attack: 2 claws +4 melee (1d4+1) and bite +2 melee (1d6); or club +4 melee (1d6+1) and bite +2 melee (1d6); or javelin +3 ranged (1d6+1) Special Attacks:— Special Qualities: Darkvision 60 ft., hold breath, lowlight vision Space/Reach: 5 ft./5 ft. Saves: Fort +2, Ref +3, Will +3 Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 Skills: Balance +4, Jump +5, Swim +3 Feats:Multiattack, Toughness Environment: Temperate marshes Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level) Challenge Rating: 2 Treasure: 50% coins; 50% goods; 50% items Alignment: Usually neutral Advancement: By character class Level Adjustment: +1 This tall humanoid looks like a cross between a powerfully built human and a lizard. It has clawed hands, a long tail, and toothy jaws. Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked. Although they are omnivores, lizardfolk prefer meat; popular lore holds that lizardfolk prefer humanoid flesh, but this charge is largely unfounded (though some tribes do eat captives or slain foes). Some more advanced tribes build huts and use a variety of weapons and shields; leaders of these tribes may have equipment stolen from or obtained in trade with other intelligent creatures. A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds. Lizardfolk speak Draconic. Combat Lizardfolk fight as unorganized individuals. They prefer 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. Advanced tribes use more sophisticated tactics and have better traps and ambushes. Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide). Skills: Because of their tails, lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks. The skill modifiers given in the statistics block include a –2 armor check penalty (–4 on Swim checks) for carrying a heavy shield. [/QUOTE]
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