Fancy doing the (connected) Wallaran Spirits or the (remaining lizardkin) Shazak next?
I reason that very few Shazaks have a high enough Int to get a bonus language.Intelligence: Average (8-10) and A few lizard kin also speak common, although this ability is very rare.
The bonuses to Str, Con and Cha - being dependable means more people like them ;-)are strong, hardy, and far more dependable
No mention of them wearing armour, so a combination of Dex bonus and natural armour. Dex 12 seems reasonable (and a +4 natural armor bonus).Armor Class: 5
In between the lizardman's 6 and the wallara's 12 - Stick to 30 feet?Movement: 9
I presume that's two claws and a bite? 1d2 seems rather low for a strong. 6' tall creature. Up it to a 1d3 or 1d4?Damage/Attack: 1d2/1d2/1d6
Well that was easy!Special Attacks: Nil
Special Defenses: Nil
Magic Resistance: Nil
Most of this is Mystara/Savage Coast specific - might want to include a side bar for it though.The lizard kin of the Orc’s Head Peninsula were created by the Herathians about 1700 years ago, using captured wallaras as raw material. The lizard kin were created to serve as soldiers and slaves, but none of the three races were suitable. The shazaks and caymas were set free, while the savage gurrash escaped from Herathian control. Now the great marsh known as the Bayou and the surrounding regions are home to three distinct races of lizard kin: the shazaks (much like the lizard men), the more barbaric gurrash (also called “gator men”), and the diminutive caymas.
All lizard kin speak a variant of the shazak tongue, which has a written form that shazaks and a few gurrash mages understand. Fluency with one dialect gives a basic understanding of the other two. A few lizard kin also speak common, although this ability is very rare.
Change herathian nobles to local nobles or just say that they sometimes serve as mercenaries.The shazaks are peaceful primitives. They stand about 6 feet tall and have dark green or brown scaly skin and slitted gold eyes. Shazaks sometimes serve as mercenaries for Herathian nobles. They have developed a written language, art, and trade since establishing their own society. They are ruled by a monarch known as the Shaz.
Simple weapon proficency obviously plus some martial weapons? or go the whole hog and give them martial weapon proficency?They can choose from many different weapons, ranging from spears to swords.
Interesting...They have domesticated large bats (mobats) which serve as mounts for the important members of the tribe and for the beast-riders among them.
I think this deserves a (+4) racial bonus to Survival.Shazaks are survivors. When they were turned out by the Herathians, they adapted to the bayou. Chased from that habitat by the gurrash, they adapted to their woodland home.
Favored Class Druid (again) or Ranger.Shazaks are to some extent the caretakers of their woodland homes. They cull old trees and trade the rare woods to Herath and keep the plant and animal populations within bounds.
Stat suggestions
Str 15, Dex 11-12, Con 14, Int 9, Wis 10, Cha 12
No mention of them wearing armour, so a combination of Dex bonus and natural armour. Dex 12 seems reasonable (and a +4 natural armor bonus).
In between the lizardman's 6 and the wallara's 12 - Stick to 30 feet?
I presume that's two claws and a bite? 1d2 seems rather low for a strong. 6' tall creature. Up it to a 1d3 or 1d4?
I think this deserves a (+4) racial bonus to Survival.
Favored Class Druid (again) or Ranger
They can choose from many different weapons, ranging from spears to swords.
Mortis said:Simple weapon proficency obviously plus some martial weapons? or go the whole hog and give them martial weapon proficency?
They have domesticated large bats (mobats) which serve as mounts for the important members of the tribe and for the beast-riders among them.
Mortis said:Interesting...
I can live with that. Dex 11, Cha 10?I'm wouldn't give them a Dex or Charisma bonus. There's nothing in the original to suggest they're particularly gifted in those areas.
Agreed.I'd just give them +5 natural armour like regular Lizardfolk.
Me too.I'd be happy with 1d4 claws and a 1d6 bite.
Anyone else?Not decided on that, but I have no objection in principle.
I've no problem with including that.We ought to give them the SRD Lizardfolk's "Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks."
Put me down for a 'yes' vote too.Shade said:Should they have the standard lizardfolk's hold breath ability? I'd vote "yes", since they have similar environments.
Ok with me.Let's stick with simple, and allow those with ranger levels to wield the swords.

Added to Homebrews.
Should they have the standard lizardfolk's hold breath ability? I'd vote "yes", since they have similar environments.
Let's stick with simple, and allow those with ranger levels to wield the swords.
Indeed. Let's include that in the flavor text at the very least.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.