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Lizardfolks in Dragon #268

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freyar said:
Looks good! CR 1?

Tough call. Lizardfolk are CR 1. These guys have all their benefits, plus one additional HD. Is that enough for CR 2?

SPECIAL ATTACKS Spell casting
SPECIAL DEFENSES Spell casting

They are all at least 5th-level priests of Set, Anubis, or another evil deity.

Do we want to add 5 levels of cleric to the base creature, or give them innate spellcasting ability of a 5th-level cleric? This would obviously alter their CR.

If there are five or more masters together, one of them is a high priest who has been granted 7th-level spellcasting ability and the physical size and combat ability of a brute.

How do we account for the "physical size and combat ability of a brute"? Add HD advancement to Large on the advancement line?
 

Shade said:
Do we want to add 5 levels of cleric to the base creature, or give them innate spellcasting ability of a 5th-level cleric? This would obviously alter their CR.

Isn't there something like a jackalwere or jackal lord or something with the same kind of feel? What do they do? I guess I'm leaning toward the innate spellcasting and higher CR.

How do we account for the "physical size and combat ability of a brute"? Add HD advancement to Large on the advancement line?

I'd say add HD advancement along with class levels.
 

freyar said:
Isn't there something like a jackalwere or jackal lord or something with the same kind of feel? What do they do? I guess I'm leaning toward the innate spellcasting and higher CR.

Good catch!

Fiend Folio said:
A jackal lord can cast divine spells as an 8th-level cleric.

freyar said:
I'd say add HD advancement along with class levels.

Sounds good.

So...

Wis will need to be boosted to 13 so it can cast its 3rd-level spells.

Spells: A master crocodilian can cast divine spells as a 5th-level cleric (5/4+1/2+1/1+1; save DC 11 + spell level), from the cleric list and from two of the following domains: Air, Darkness, Evil, Hatred, Magic, Repose, Scalykind. A typical spell list: 0--create water, detect magic, detect poison, read magic, resistance; 1st--bane, divine favor, magic fang*, obscuring mist, sanctuary; 2nd--animal trance*, death knell, hold person; 3rd--bestow curse, blacklight*.
*Domain spell. Domains: Darkness (Free Blind-Fight feat), Scalykind (rebuke or command reptilian creatures and snakes 3/day).

Levels of cleric stack with a master crocodilian's innate ability to cast spells, so a 2nd-level cleric master crocodilian casts spells as a 7th-level cleric.
 

Now that looks good. Should the CR be 5, or do you think the hp, AC, etc, are too low? Also, we need a weapon in the attack line. Something simple, like a mace or morning star?
 

freyar said:
Now that looks good. Should the CR be 5, or do you think the hp, AC, etc, are too low? Also, we need a weapon in the attack line. Something simple, like a mace or morning star?

Generally, CR at least equals spellcasting level, so yeah, let's go with 5.

The favored weapon of Anubis is the mace, and Set's is the shortspear. So how about shortspear since I went with Set's domains?
 

Shortspear sounds good.

Standard treasure?
Tribe (2-7 master crocodilians plus 7-21 brutes)?

Any organization with spirit nagas, jackalweres, etc? Or just in the flavor text?
 


Don't see anything missing! So I guess that's it for this special conversion thread, unless Maxxx26 has anything to add...
 

As long as we've got this going, let's finish off the couple remaining unconverted lizardfolk.

Lizardman, Malatran

Kusssaki is my name. I have known of the Nubari for some years, many of you live just outside our sswamp. I am of the lizard people, but I am different. I am considered to have come from a flawed egg, but I am not alone. In recent yearss otherss have hatched like me, ssmarter, eager to learn the world outside of the sswamp, not like the old people. We have learned to usse tools, weapons, armor, ssome of uss can even master fire. No longer am I ssatissfied with the hunt as a reason to exist. There musst be more.

To learn more about our world, I have come to join with you for a time. My sskills as a fighter are formidable, and I am alsso granted the power to heal by the sspiritss of the jungle. We have no sskill at your magic, only in the prayerss to the sspirits does what you might call magic appear.

My tribe inhabits the deepesst sswampss, in an area that you call taboo. Well it iss for you, for many of my people do not trusst the Nubari. They ssee you only as prey. It will be many yearss before we can exisst besside the Nubari. Too many huntss lie in the passt, on both ssides. For a while, all you will ssee is an occassional individual like me, who quests for knowledge, and who realizess that the worth of a being is not meassured in the length of hiss clawss, or the texture of her hide. Even thosse without tailss can have value and ssucceed in the world - although that idea took ssome getting used to.

Lizard Man
CLIMATE/TERRAIN: Tropical/Swamp, forest
FREQUENCY: Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Low (5-7) to Average (8-10)
TREASURE: D
ALIGNMENT: Neutral
NO. APPEARING: 8-15 (1d8+7)
ARMOR CLASS: 5
MOVEMENT: 6, Sw 12
HIT DICE: 2+1
THAC0: 19
NO. OF ATTACKS: 3 or 1
DAMAGE/ATTACK: 1-2/1-2/1-6 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: M (7' tall)
MORALE: 14
XP VALUE: 65

Lizard men are semi-aquatic, reptilian humanoids that live through scavenging, raiding, fishing, and gathering.

Adult lizard men stand 6 to 7 feet tall, weighing 200 to 250 pounds. Skin tones range from dark green to gray to brown, and their scales give them a flecked appearance. Their tails average 3 to 4 feet long and are not prehensile. Males are nearly impossible to distinguish from females without close inspection. Lizard man garb is limited to strings of bones and other ornamentation, and occasionally loincloths among the more advanced lizard men. Lizard men speak their own language; lizard man heroes must use proficiency slots to learn the common tongue of the Nubari or other lanugaues.

Combat: In combat, normal lizard men fight as unorganized individuals. If they have equality or an advantage over their opponents, they tend toward frontal assaults and massed rushes. When outnumbered, overmatched, or on their home ground, however, they become wily and ferocious opponents. Snares, ambushes, and spoiling raids are favored tactics then. While individually savage in melee, these lizard men can be distracted by food or simple treasures. They occasionally take prisoners as slaves or to sacrifice in obscure tribal rites.

Advanced lizard men, those evolved to a higher state, hurl barbed darts (30 yard range, 1-4 points damage) or javelins (1-6 points damage) before closing with the enemy. These lizard men use clubs (treat as morning stars, 2-8 points damage), and the leaders may use captured swords or other weaponry.

For every 10 lizard men encountered, there will be one patrol leader with maximum hit points (17 hp) and a 50% chance for a shaman with 3 Hit Dice and the abilities of a 3rd-level priest. If one or more tribes are encountered, each tribe will also have a war leader of 6 Hit Dice, two subleaders with 4 Hit Dice, and a shaman of either 4 or 5 Hit Dice (50% chance of each). Any group of two or more tribes has a 50% chance for an additional shaman of 7 Hit Dice. Furthermore, each such group has a cumulative 10% chance per tribe to be led by a lizard king. A lizard king is a lizard man of above average height and intelligence, leading one or more loosely organized tribes of lizard men. If a lizard king is present, a shaman of 7 Hit Dice will always be present, and all patrol leaders from each tribe (i.e., 10% of the male warriors) will be combined into a single fanatical bodyguard for the lizard king.

Habitat/Society: Lizard men are typically found in swamps, marshes, and similar places, sometimes dwelling totally underwater in air-filled caves. In Malatra, tribes can also be found in the jungle near swampy regions; these tend to be the more advanced lizard men. A tribe rarely numbers more than 150 individuals, including females and hatchlings. It is not uncommon for several tribes in an area to forge an informal alliance against outsiders, including other lizard man tribes.

About one tribe in 10 has evolved to a higher state. All lizard man heroes are among these advanced lizard men. They dwell in huts and have more advanced aspects to their culture; in many ways they imitate the Nubari tribes around them.

Lizard men are omnivorous, but prefer flesh to other foods.

Ecology: Lizard men have few natural enemies. They prey on human, demihuman, or humanoid settlements if these are nearby. Lizard man eggs are bitter and inedible, as is their flesh, but their skin is sometimes worked as scale armor (Armor Class 6). If a lizard man sees a human or humanoid wearing armor made of lizard man hide, he becomes enraged and seeks to slay the wearer at the first good opportunity.

As amphibians, lizard men cannot breathe underwater; they can however, hold their breath for a number of rounds equal to 2/3 of their Consitution score before making a check for drowning. Lizard men can suffer from dehydration when adventuring outside of very moist/swampy areas. They must wet themselves twice a day or lose two Constitution points per missed bath. Lost Constitution points are regained at the rate of two points per bath. A waterskin provides enough water for a single wetting.
 

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