Poison Dusk Lizardman

by marcoslongo

Search GM Binder Visit User Profile

Lizardfolk, Poison Dusk

It is uncommon knowledge that there are different tribal factions of lizardfolk, often determined by their location, habitat, and threats they must face. In far more remote parts of the jungle, the poison dusk lizardfolk make use of the natural flora and fauna to ensure the survival and prosperity of their people.

Lighter and Faster

The poison dusk are slightly shorter than their other reptilian cousins, with slim, wiry builds and elongated tails. They tend more toward agility and prowess over brute force. Their lack of physical power is made up for with sharp senses and quick reflexes.

Cunning and Covert

Like most lizardfolk, survival takes precendence above all else. Though not particularly strong, the poison dusk instead use their size and stature to their advantage when hunting and dealing with their enemies. Their can shift the color and shade of their scales, allowing them to effortlessly camouflage themselves against most natural terrain. Most are also skilled hunters and trackers, cautiously stalking their prey until they gain the best position and planning for an assault, regardless of the prey

Resourceful Artisans

The adept survival skills of the poison dusk are complimented by their ability to fashion tools and weapons essential to their survival within an unyielding environment. They have learned how to treat hardwoods in the fashioning of bows and arrosws, as well as harvesting venom from poisonous predators. Aside from weapons and poisons, they often fashion trinkets and jewelry using a combination of surrounding flora and the remaining skin and bones of their prey.

Ancient Customs

Many of the poison dusk believe themselves to be superior to other types of lizardfolk. Their rituals and tactics have been rigidly passed down throughout many generations. Like most other lizardfolk, they venerate dragons and dragon-kind, often seeking to impress any dragon with gifts, flattery, and entertainment in order to gain its approval and largess.

Poison Dusk Chameleon Lizardfolk

While smaller than their lizardfolk cousins, the poison dusk lizardfolk are just as dangerous when provoked. Your Poison Dusk Chamelen keeps all the traits from the main race, with the exception of the below changes:

Poison dusk Lizardfolk Chameleon traits

Your poison dusk Lizardfolk character has the following traits

Ability score increase You Wisdow increases by +2 and your Dexterity increases by +1

Age: Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.

Size A poison dusk chameleon lizardfolk is between 3 to 4 feet in height, weighing 42—52 pounds. Your size is small.

Alignment: Most poison dusk chameleon lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.

Speed: Your smaller size makes you a bit slower than other lizardmans, you speed is 25

Climbing speed: Small claws in your hands make you very adept at climbing. You have 25 climbing speed as long as you have free hand and feets and is not wearing boots.

Prehensile tongue: So long as the use of your tongue is not inhibited, you can make minor interactions with your tongue, such as activating buttons, casting touch spells or retrieving small items, from a distance of up to 10 feet. Your unarmed strikes have the reach 10 feet property.

Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. You can also extract poison from creatures with poison glands to create one use of basic poison, as long as you have a poisoner's kit.

Hunter's Lore: You gain proficiency with one of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. You also gain proficiency with the poisoner's kit

Natural Armor: You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Adaptive Camouflage. Your skin can change color to match your environment, giving you a natural advantage when trying to travel unseen. You can take the Hide action so long as you are adjacent to any opaque object or solid surface.

In addition, whenever you are hidden and stand still, creatures have disadvantage on all ability checks made to detect you that rely on sight. This ability only works if you are not wearing any armor, clothes or cloak

Griptail: Your tail is a prehensile appendage, that you can use to grab and hold small objects, and to anchor yourself to terrain. You have advantage on ability checks to keep your balance or avoid falling prone.

Languages: You can speak, read, and write Common and Draconic.