Lizardfolk Character Race
by James O'Rance
dragon-dreamer@geocities.com
Summary of Conversion: This material is based on Player's Option: Skills & Powers, Monster Mythology, the Spelljammer boxed set, the Time of the Dragon boxed set (all 2nd edition) and the D&D Monster Manual.
Posted: 17th November 2000
Although the Monster Manual suggests that lizardfolk would have Str +2, Con +2, and Int -2, Skills & Powers lists them as having no ability modifiers. I went with S&P in order to keep lizardfolk balanced for use as a character race.
All of the other racial traits are taken from the Monster Manual, however. Lizardfolk characters seem well-suited for wilderness adventuring. The natural armour bonus is probably the most powerful advantage. Their claws grant an ability similar to that of Improved Unarmed Strike, but do less damage than the monk's similar ability.
Last Updated: 17th November 2000
Lizardfolk
Lizardfolk are amphibious reptilian humanoids that can become very dangerous if provoked.
Personality: Lizardfolk are generally considered to be savages by other races, and human society and behaviour is baffling to them. Although they are omnivores, they prefer meat, even that of humans. Some more advanced tribes build huts and use weapons and shields; leaders of these tribes may even have equipment stolen or traded from other intellgent creatures.
Physical Description: Lizardfolk are usually 6 to 7 feet tall with green, grey, or brown scales. They weigh between 200 and 250 pounds. Lizardfolk have long, dangerous claws and thick, powerful tails that are used for balance, about 3 to 4 feet in length.
Relations: Few mammals are befriended by lizardfolk. However, they place great store in friendships and alliances, among their own kind and with other races. Although they may be frequently hostile to humans, lizardfolk are not without honour. They have long memories, remembering both the good and ill done to them. They treat others as others treat them. If a human is fair and honourable, even if he is an enemy, lizardfolk treat him with the same respect. If an outsider manages to befriend a lizardfolk, the bond will last until the trust is betrayed.
Alignment: Lizardfolk tend towards neutrality.
Lizardfolk Lands: Most tribes live in swamps, but about a third of the population lives in underwater air-filled caves. In isolated areas they survive by fishing, gathering, and scavenging, while those that live near other humanoids make raids for food and supplies. A threatened or starving tribe will go to incredible lengths to ensure its continued existence. On the planes, most lizardfolk dwell in Semuanya's Bog in the Outlands.
Religion: The patron deity of lizardfolk is Semuanya, whose chief concern is their survival and propagation. Evil lizardfolk worship Sess'innek, a deity of the Abyss.
Language: Lizardfolk speak Draconic. They rarely have any cause to keep written records, and most are illiterate. Other lizardfolk make do with the common letters used by humanity.
Names: Lizardfolk do not name males and females differently. For the lizardfolk, mating season only comes once per year, and they do not consider the sexes to be very much different the rest of the time. Lizardfolk name their young in the Draconic tongue, which can be quite a surprise for the scholarly. Lizardfolk lack a human sense of poetry in naming, and often choose words in Draconic based on natural features or fierce beasts rather than using the names of their relatives or ancestral heroes as humans do.
Names: Amr'harza, G'harr, Iblirack, Marollahrdra, Siatheen, Zhorrastryx.
Adventurers: Although most lizardfolk tribes are very primitive, there are others thatare considered advanced enough to become traders and explorers. These advanced lizardfolk have even ventured into the wilds of space and the planes. Player character lizardfolk are generally members of the more advanced tribes, and are capable of using human weapons, armour, and tools.