Lizardmen

by Grimley533

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Lizardmen

The Lizardmen, sometimes known as the Cold Ones or the Children of the Gods[1d], are an ancient, savage intelligent race of cold-blooded reptilian humanoids. Alien, enigmatic, and without mercy, the Lizardmen were there when it all began and will be there when the world draws its last dying breath, never tiring nor relenting until order is finally restored to this uncaring, chaotic world.

The Spawnings

The term Lizardmen is the name used by many outsiders to represent all of the intelligent cold-blooded denizens of the jungle-continent of Lustria. The Lizardmen's core species such as the Slann, Saurus, Skinks and Kroxigors are not born from eggs, but are birthed from special pools and ponds located within sacred regions of the jungle. This birthing of a new generation of Lizardmen are called Spawnings. Little tadpoles emerge out of the water after only a few days, growing in numbers and size at an extremely accelerated rate. When the Lizardmen are fully developed they emerge unto dry land in enormous numbers all at the same time, ready to bring order in the name of the Old Ones.

Champions of the Old Ones

The Lizardmen all revere the Old Ones as all-mighty deities, the ancient and long forgotten creators of this very world. With no first hand knowledge of the Old Ones, and with their records scattered and incomplete since the Great Catastrophe, the Lizardmen have but a fragmented picture of their creators. The sacred plaques are replete with oblique and obscure references to various Old Ones and their deeds, and from these the Lizardmen have come to associate specific traits with individual Old Ones.

The first Civilisation

The society of the Lizardmen is highly sophisticated and ancient beyond reckoning. It was they who first became the world's first true civilisations, erecting their cities of ancient stone long before the rise of Men, Elf or Dwarf. It was they who once ruled the world as the most dominant civilisation, eradicating whole species of undesirables from the face of the earth and writing down ancient mathematics and astronomy upon chiseled tablets of stone long before mortals even learned how to write. Even throughout all this time, Lizardmen society has remained unchanged for millennium, being focused around a highly structured and strictly enforced caste system. This caste system was built and formed by the orders of the Old Ones, whom themselves created each of the separate Lizardmen species to fulfil a certain role in their society. The Slann form the Ruler Caste at the very top, followed by the Warrior Caste of the Saurus and finally at the end comes the Worker Caste consisting of Skinks and Kroxigors.

Lizardmen Traits

Ability Score Increase. Your Constitution Score increases by 1.

Alignment. The Lizardmen were made by the Old Ones to restore order in the chaos of this world. Their cold blooded nature makes them very rational and they tend to be neutral.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC 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.

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for unarmed strike.

Languages. You can speak, read, and write Common and Saurian. Saurian is a language almost unpronounceable for any other race, because many of its unique sounds can only be produced by reptilian tongues. The Lizardmen's written language is composed upon glyphs chiseled onto bare stone or pure gold.

Subrace. The Lizardmen race is not a single race but rather consist of a collection of vastly different species. However, only the Slann, Skinks, Saurus, and Kroxigors are considered an actual part of the Lizardmen race. Choose one of these subraces.

Saurus Subrace

Saurus are brutish yet disciplined creatures. Even unarmed, they are extremely dangerous — their sharp claws can gouge grooves into rock or tear out a foe’s throat with ease. Their muscular tails can smash a man’s ribcage and their mouths are full of enormous dagger-shaped teeth. They are large and ferocious predator-warriors, so single-minded in their duties that they have no concept of thought, individuality or personality.

Ability Score Increase. Your Strength and Constitution scores both increase by 1.

Size. Saurus are brutish creatures that range from 6 to 8 feet tall. Your size is medium.

Speed. Your base walking speed is 30 feet.

Predatory Senses. You gain advantage on Intelligence (Investigation) and Wisdom (Perception) checks to track down creatures.

Hungry Jaws. In battle, you can throw yourself into a vicious frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals ist normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Skink Subrace

The Skinks form one of the core species of the Lizardmen race, created by the Old Ones to be the workers, artisans and crafters of their society. Skittish and quick, Skinks stand out from the rest of the sluggish Lizardmen in terms of mental capacity. They are the mass workforce designed by the Old Ones to perform many different roles that requires a quick mind and a dexterous hand to operate, and without them, Lizardmen society would simply collapse.

Ability Score Increase. Your Dexterity score increases by 2.

Size. Skinks are slender creatures with a hunched posture. They are between 3 to 4 feets tall. Your size is small.

Speed. Your base walking speed is 25 feet, and you have a swimming speed of 30 feet.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Skilled Artisans. You gain proficiency with one artisan's tools of your choice and also gain that tool.

Poisonous Glands. As a bonus action you can apply poison to your weapon. The next time you hit a creature with a weapon attack, you deal an additional 1d4 points of poison damage. You can't use this trait again until you finish a short or long rest.

Kroxigor Subrace

Kroxigor are giant crocodilian relatives of the Saurus. They are hulking creatures, their bodies consisting of slabs of rock-hard muscle and their massive jaws bristling with razor-sharp teeth. The Kroxigor were never intended to be mentally agile. They are extremely simple-minded creatures that require and often desire direction and would instinctively obey all instructions from their smaller kin with an almost alien level of obedience.

Ability Score Increase. Your Strength score increases by 2, your Constitution increases by 1, and your Intelligence decreases by 2.

Size. Kroxigor are hulking creatures of pure muscle that stand from 8 to 9 feet tall. Your size is medium.

Speed. Your base walking speed is 30 feet.

Primal Instincts. If you drop a creature to 0 hit points, you must succeed on a DC 15 Wisdom saving throw or go into a rampage for 1 minute. While rampaging, you must use your action each round to attack the creature nearest to you. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to Attack the next nearest creature after you fell your current target. If you have multiple possible Targets, you Attack one at random. The rampage ends early if you start your turn with no creatures within 60 feet of you that you can see or hear.

Crocodilian Jaw. The piercing damage of your natural weapon increases to 1d8 + your Strength modifier.

Fearsome Presence. After you attack a creature, you can use your bonus action to instill fear in other creatures surrounding you. Every creature of your choice within 10 feet of you hast to make a Wisdom saving throw against a DC equal to your passive Intimidation. On a failed save, the creature is frightened of you until the end of ist next turn. On a success the creature is unaffected. You can't use this feature again unti lyou finish a short or long rest.

Slann Subrace

The Slann were created by the Old Ones to be the leaders, organisers, architects, and techno-mages of their society and the backbone of their culture. Being one of the most magically powerful races on the face of the world, these favoured servants of the Old Ones have considerable intellect and magical abilities beyond the minds of most mortal races, and rule the Lizardmen as a venerated caste of semi-religious magic-users. Not physically menacing - their bodies are toad-like with large heads and bulbous eyes - with a flick of their fingers, Slann can topple cities, engulf foes in flames or open vast vents in the ground below. Enemy wizards find the mightiest incantation they try to employ unravelling before them as a Slann contemptuously waves its hand.[1a]

Ability Score Increase. Your Intelligence score increases by 2.

Size. Slann are between 5 to 6 feets tall, although their hunched posture makes them look even smaller. Your size is medium.

Slow moving. Your base walking speed is 20 feet.

Ancient Wisdom. You have advantage Intelligence (History) checks. Furthermore, you have advantage on saves against being charmed or frightened.

Greater Arcane Conduit. You can pick one Cantrip from the wizard spell list and can cast it at will.

Credits

Created by: u/Grimley533

Art by: Diego Gisbert Ilorens (pg.1), daarken (pg.2), Luches (pg.3)

Text: Largely inspired by the Warhammer wiki

 

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