Lizardfolk are savage and cunning predators who are easily provoked and fiercely territorial. However, this conception is only a half-truth. The lizardfolk are an ancient race, whose culture and tribal traditions have remained unchanged for millennia.
Physical Description: Lizardfolk resemble bipedal reptilian humanoids. Their imposing frame stands between 6 and 7 feet tall, with bodies covered in gray, green, or brown scales. Their heads are adorned with brightly colored dorsal frills or spiky spines and have short crocodilian snouts. Although their 4-foot long tails often drags on the ground behind them while on land, it allows them remarkable stability and great maneuverability in the water.
Society: As with all lizardfolk strains, the Mwangi lizardfolk are an extremely old race. Their oral tradition tells of the arrival of the humans in the land, the humans pushing the lizardfolk from their homes (and the attrition of the subsequent wars, from which the lizardfolk population will never recover), the rise and fall of the human cities and civilizations, and the role the ancient lizardfolk had in building and destroying them. The arrival of the Lergeni in Jaha and their expulsion and subjugation of the resident lizardfolk is but the most recent in a long list of such offenses. While most of the lizardfolk battle-epics revolve around the fighting and blood that was spilled, these sweeping tales also contain a great deal of information about lost civilizations, and an attentive individual who listens to one of these epics might be able to glean information long since lost from all written records.
The lizardfolk lack any centralized nation and instead have small villages scattered throughout the various jungles of the Expanse. Their largest settlement is carved from hummocks of vegetation on the eastern shores of Lake Ocota. This unnamed village is home to a lizard king by the name of Mergataulk, who has gathered numerous strong warriors and several shamans and druids to him, making his village a force to be reckoned with. Other lizardfolk villages of note include one woven from vines on the edge of the River Bdonge and another sprawling through the jungle on the eastern bank of the Little Vanji River. While the lizardfolk are more numerous in the Mwangi Expanse than they are in most other areas of the world, they are by no means common. They are still a race in decline, struggling to survive in the face of the advance of the warm-blooded humanoids.
Relations: Many tribes watch the encroachment of warm-blooded humanoids in their lands with weariness and dread. Over their countless generations, they have claimed and held the best possible nesting sites that are to be had in the jungle, and they defend them from outsiders with an unmatched vehemence. This creates no end of problems when someone who was trading easily with a lizardfolk the day before suddenly finds himself spitted upon a crude spear for stepping past the wrong line of stones. Over the centuries, there have been several recorded cases of human Mwangi tribes going to war against the lizardfolk for having unnecessarily “protected” a nesting site against a relative innocent (though the subsequent eating of said innocent probably didn’t help the lizardfolk’s case). Ingrained superstitions, isolationist tendencies, and aversion to change often puts lizardfolk at odds with other races and as a result their numbers suffer mightily. Although they regard any mammal with a measure of disdain, among the more common races they get along best with gnomes, who are flighty and not considered a threat, and dwarves, whose toughness and craftsmanship they respect.
Alignment and Religion: Despite widely held conceptions, most lizardfolk are not evil. For lizardfolk, the struggle for survival is more important than how that survival is sustained, and they tend towards neutral alignment. Lizardfolk may be temperamental but they rarely hold long grudges, as this is perceived as a wasteful use of energy. Lizardfolk have a similarly pragmatic approach to faith, offering prayers to Gozreh as well as nature and ancestor spirits.
Adventurers: Increasingly more common, younger lizardfolk, either curious of civilization or eager to prove themselves, leave their ancestral swamps to experience the wider world. For those facing exile, adventuring is the most viable option for survival. Lizardfolk make formidable combatants and are naturally skilled barbarians and rangers.
Ability Score Racial Traits: +2 Str, +2 Con. Lizardfolk are hardy and strong. (2 RP)
Type: Lizardfolk are humanoids with the reptilian subtype.
Size: Lizardfolk are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Lizardfolk have a base speed of 30 feet.
Languages: Lizardfolk begin play speaking Draconic. Lizardfolk with high Intelligence can choose bonus languages from the following: Boggard, Common, Dwarven, Elven, Grippli, Polyglot, and Sylvan.
Defensive Racial Traits
Natural Armor: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus. (3 RP)
Feat and Skill Racial Traits
Well-Balanced: Lizardfolk receive a +4 racial bonus on Acrobatics checks made to maintain balance. (1 RP)
Movement Racial Traits
Swim: Lizardfolk have a swim speed of 30 feet. A lizardfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A lizardfolk can always choose to take 10 on a Swim check, even if distracted or endangered. A lizardfolk can use the run action while swimming, provided he swims in a straight line. (1 RP)
Offensive Racial Traits
Bite Natural Attack: Lizardfolk gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. (1 RP)
Claw Natural Attacks: Lizardfolk receive two claw attacks, dealing 1d4 damage. These are primary natural attacks. (2 RP)
Other Racial Traits
Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning. (1 RP)
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
Camouflage Lizardfolk with this racial trait choose a favored terrain type: aquatic, forest, jungle, or swamp. Lizardfolk gain a +4 racial bonus on Stealth checks while within that terrain type. This racial trait replaces well-balanced. Cliffborn Lizardfolk with this racial trait gain the ability to climb surfaces like a gecko. They gain a climb speed of 20 feet and a +8 racial bonus on Climb skill checks. Lizardfolk must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see Climb skill), it moves at double its climb speed and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. This racial trait replaces hold breath and swim. Hornhead Lizardfolk with this racial trait has a armored head with three sharp horns decorating its face and a large round crest angling back over its neck from its skull. They gain a natural gore attack, dealing 1d3 damage. The gore is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. This racial trait replaces bite attack. Prehensile Tail Lizardfolk with this racial trait has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action. This racial trait replaces hold breath and swim. Tail Slap Lizardfolk with this racial trait has a muscular tail terminating in a set of bony spikes. They gain a natural tail slap attack, dealing 1d3 damage. The tail slap is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. This racial trait replaces bite attack.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Barbarian Add +1/4 to the lizardfolk’s natural armor bonus.
Druid Add a +1 bonus on wild empathy checks to influence dinosaurs, animals and magical beasts with the reptilian subtype.
Fighter Add +1 to the Fighter’s CMD when resisting a grapple or trip attempt.
Oracle Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Ranger Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Summoner Add +1 hit point to the summoner’s eidolon.
The following feats are available to a lizardfolk character who meets the prerequisites.
Keen Scent (Lizardfolk)
Your nose is as sensitive as that of a wild predator. Prerequisites: Wis 13, lizardfolk. Benefit: You gain the scent special ability.
Lizard King In Training (Combat, Lizardfolk)
You have begun training to be recognized as a lizard king and begun extensive ritualistic practice with a war trident. Prerequisite: Lizardfolk, Powerful Build, base attack +4, weapon proficiency with a war trident. Benefit: While wielding a war trident, your threat range is doubled. This effect doesn’t stack with any other effect that expands the threat range of a weapon.
War Tridents (Martial, two-handed weapon): These large, two-handed tridents are much heavier than normal (12 pounds) in order to take advantage of their wielders’ great strength, and as a result they lose their range increment but deal 1d10 points of damage and have a ×3 critical hit multiplier. A war trident is worth 20 gp, although most are masterwork and many are inlaid with precious metals and fetch higher prices. Lizard kings in training practice with a standard war trident.
Powerful Build (Lizardfolk)
You continue to grow throughout your life. Prerequisite: Str 13, lizardfolk, character level 3rd Benefit: The physical stature of the lizardfolk lets them function in many ways as if they were one size category larger. Whenever a lizardfolk is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the lizardfolk is treated as one size larger if doing so is advantageous to him. A lizardfolk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A lizardfolk can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this feat stack with the effects of powers, abilities, and spells that change the subject’s size category.
Random Starting Ages
(114 – 134 years)
(116 – 146 years)
(120 – 170 years)
1 This category includes barbarians, oracles, rogues, and sorcerers. 2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches. 3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
350 + 4d% years
1 At middle age, –1 to Str, Dex, and Con; +1 to Int; Wis; and Cha.
2 At old age, –2 to Str; Dex; and Con; +1 to Int; Wis; Cha.
3 At venerable age, –3 to Str; Dex; Con; +1 to Int; Wis; Cha.