Lizardfolk
From ENWiki
Still Under Construction - Template Testing Underway
| Fan Content |
|---|
| D&D 4e |
| This page is fan content for 4th Edition D&D. |
Slimy and creepy humanoid,
mouth full of sharp teeth and is surprisingly wise
|
RACIAL TRAITS Swim:
Lizardfolk have a swim speed of 4 squares. When in the water, they can move 4 squares as a move action (or 6 squares when "running"), and can shift normally. They don't need to make Athletic checks to swim in normal water, and have a +5 bonus on any Athletic checks made to move through hazardous aquatic terrain (in addition to the +2 bonus lizardfolk get to all Athletics checks). Lizardfolk can hold their breath for 20 rounds before needing to make Endurance checks, instead of the usual 5. Survivor:
Lizardfolk receive a +1 bonus to their Fortitude, Reflex and Will defenses while bloodied. Tail Slap:
Once per encounter, lizardfolk can use the Tail Slap racial power. |
| Tail Slap | Lizardfolk Racial Power |
| You spin about and slam your tail squarely into your foe's chest, knocking him off-balance. | |
| Encounter✦Martial | |
| Standard Action | Melee Touch |
| Target: One Creature | |
| Attack: Strength +2 vs Reflex | |
| Hit: 1d6+Strength damage, and the enemy is pushed 1 square and knocked prone | |
| Miss: Half damage | |
Phisical Qualities
These are a crossbreed of there blackscale and greenscale monster cousins. They range from green through shades of brownand gray to black. The green scaled lizardfolk tend to stand around 6 feet tall and weigh about 200 pounds. The darker brown and black scaled lizardfolk are the ones weighing around 300 pounds and standing up to 7 feet tall. They have a tail for balance, which measures three to four feet long. Additionally, the taller and heavier the lizardfolk are the more likely they tend to be dimwitted and brutish.
There is an explanation for this change in size and color. It all started in the greenscale rein of Govort IV where the pholosiper Vinkodd postulated after meeting with halfling traders that, like lizardfolk, they too are a race which are like greenscales and good for greenscales. Therefore, halflings have a right to live free from lizardfolk attacks and consumption. He further extended that to all humanoids who attempted no harm toward lizardfolk and therefore could possibly be like and good for lizardfolk. For that Vinkodd was considered a mentally unstable individual and a danger to greenscale lizard folk and by decree of Govort IV should be executed by any means. Lucky for Vinkodd, his mother told him to escape before the mob came upon their house. In his fugitive life, Vinkodd was able to steal a wife, Frogt, from a tribe of blackscale lizardfolk by walking into the tribe declaring himself friendly and wishing to find a wife. The tribe of blackscales, having cooperated in raids with Vinkodd's former greenscale tribe and having worked with Vinkodd personally did not react to his grabbing one of the young adolescent female blackscales, saying "This young female suites me." and walking off out of sight. Frogt was not missed by the blackscales until the next morning when an elder woke up and wishing to mate with a different bride which just came to age found she was missing from the nest and asked around the tribe of her location. He was told about Vinkodd's brief courtship and abduction of Frogt which caused anger and fury within Frogt's hopeful mate which spread through the tribe. That led to an attack on Govort IV's tribe and feuding ever since. Meanwhile, Vinkodd found that the myths of mating with blackscale lizardfolk would lead to stupid, insane, mules that would turn on the tribe and kill their parents were not true. However, it lead to a large variation of children. From smaller, smarter green scaled lizard folk to larger darker scaled offspring which were commonly less intelligent but not always.
Lizardfolk have a leathery tough skin which tends to crack in colder dryer climates. That is why Lizard folk prefer to stay near water in warm temperate climates. Additionaly, if a quest takes them to dryer or colder climates they will tend to refuse to go or need special skin lotions, or have there skin crack and bleed which will cause them to complain constantly.
Lizardfolk also age quickly and in rare occasions will be found in adventuring parties as young as two and three years of age. They also tend to live to two to three hundred years in age which leads to the high wisdom in most lizardfolk in parties since the older ones tend to need to leave the clan more often.
Playing a Lizardfolk
Shifty, sullen and surprisingly timid are way most Lizardfolk tend to act in adventuring parties. Because they tend to stick with their tribe and are rare in adventuring parties they are there for only a few reasons. First they are rejected by their tribe for treason or a failed challenge to the chieftain and a subsequent refusal to promise submission and loyalty. This type, called the rejected, were run from the tribe to fend on their own and are seeking work for subsistence. Other rejected still have an attitude and are looking for fortune so they can return to the tribe with a mercenary army to take back what they think is rightfully theirs. These tend to be the shiftier and more untrustworthy. Other lizardfolk in adventuring parties are orphans of raiding parties who have had all their families or relatives killed. Yet others are escaped slaves who after their tribe was raided was taken into servitude then escaped and may be hunted.
Mainly suited as fighters who will lead charges and take damage as the more adept members of the party hand out the damage. Even though wise these folk do not worship gods and therefore, unless under extremely rare circumstances never are involved in classes that use divine powers.
Lizardfolk tend to be useful in parties especially in wet or water environs for their ability to navigate the terrain. Also, they are often grateful and therefore loyal for the acceptance from the group if not of the more sociopath type of the rejected. Also, because of this godlessness a lizardfolk in a party may idolize or worship a member of the party, especially the leader.
Unlike other races lizardfolk are not normally in humanoid communities they are feared due to the attacks on humanoids by others of their kind. If they are not in adventuring parties, lizzardfolk work out of sight in basements or at night since it is not uncommon for humanoids, especially dwarfs, to attack and kill them on site. Unless they are veterans of great deeds in past adventures and wear markings of the king, governor, or mayor of the area they tend to shy away from intermingling with humanoids and will prefer to stay back in a dungeon or make due under a bridge before coming in to stay or trade in a village. Because of this, they are often asking other party members to get weapons, armor, spell books or other supplies for them.
Lizardfolk Characteristics
Loyal, brave, cooperative, fearful, shifty, suspicious, sullen
Male Names:Gorkon, Bingez, Reazom, Virxox, Norkoom, Viddio, Morzox, Hish, Vinkodd
Female Names:Sunoo, Mookie, Frogt, Hutie, Nunue, Teetoo, Venuug, Cupee, Zeeteal, Roomake
Lizardfolk Adventurers
Three sample Lizardfolk Adventurers are described below.
Norkoom is a Lizardfolk fighter, who travels with whatever party the human Warlord Kat leads him. This large 6'-9", 280 pound black scaled brute was once a promising young leader in his clan of lizardfolk. A key factor in repelling the greenscale clan of Govort XXI by killing twenty three of the invaders with a club and a rock. He was soon maneuvered into a position of challenging the chieftain by a group of smaller smarter green scaled lizardfolk of his clan. He was defeated in a short time by a slightly smaller but much smarter brown scaled leader. He was then asked to leave since he was judged too much a risk by the chieftain since he was so easily manipulated by a subversive group of green scaled members of the clan. Left to fend on his own, Norkoom decided to do what he was last successful at, subduing other creatures. He asked every adventure party passing by the road, he was hiding near, that did not try to attack him first. Finally, he joined current party when Kat answered his request with, "Sure, our last Fighter died in about two days and you look like an other fine meat shield I can work with." After that he adopted Kat as his new leader and follows her every command and has managed to come out of every confrontation with his life.
Mookie is very charismatic for a big strong green scaled lizardfolk. Spontaneous and wild this orphan was raised by the halfling ranger Nebin. She was found, the lone survivor, when Nebin came to trade with her clan and found it was wiped by a band of dwarf raiders. However, when she sees other lizard folk or passes by swamps like the one she was born in, Mookie becomes sullen and sluggish when not in battle. A crazed barbarian in battle Mookie has been on her own for the last two years after Nebins death after being jumped by orc bandits on the silver road. Since then she has been following the path that Nebin set her on. She is ever on the watch for the orc bandits who slain her old friend. Fearfull of orcs she becomes mentally disturbed in the presents of any which causes Mookie to become overly aggressive, quick tempered and jumpy. Also, she remembers that Dwarfs killed her whole clan and is ever shifty suspicious of them when teamed in a party with them.














