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LIZARD FOLK
Lizardfolk are primitive reptilian humanoids that lurk in
the swamps and jungles of the world. Their hut villages
thrive in forbidding grottos, half-sunken ruins, and
watery caverns.
Territorial Xenophobes. Lizardfolk deal and trade
with other races only rarely. Fiercely territorial, they
use camouflaged scouts to guard the perimeter of their
domain. When unwelcome visitors are detected, a tribe
sends a hunting band to harass or drive the trespassers
off, or tricks them into blundering into the lairs of
crocodiles and other dangerous creatures.
Lizardfolk have no notion of traditional morality, and
they find the concepts of good and evil utterly alien.
Truly neutral creatures, they kill when it is expedient
and do whatever it takes to survive.
Lizardfolk rarely stray beyond their claimed hunting
grounds. Any creature that enters their territory is fair
game to be stalked, killed, and devoured. They make no
distinction between humanoids, beasts, and monsters.
Similarly, lizardfolk don't like reaching too far beyond
their borders, where they could easily become the
hunted instead of the hunters.
Occasions might arise when lizard folk
will form alliances with their neighbors.
These lizardfolk usually learn firsthand
that humans, dwarves, halflings, and
elves can sometimes prove helpful or
trustworthy. Once lizardfolk forge ties with
outsiders, they are steadfast and fierce allies.
Great Feasts and Sacrifices. Lizard folk are
omnivorous, but they have a taste for humanoid LIZARD FOLK
flesh. Prisoners are often taken back to their camps
Medium humanoid (lizardfolk), neutral
to become the centerpieces of great feasts and rites
involving dancing, storytelling, and ritual combat.
Armor Class 15 (natural armor, shield)
Victims are either cooked and eaten by the tribe, or are Hit Points 22 (4d8 + 4)
sacrificed to Semuanya, the lizardfolk god. Speed 30ft., swim 30 ft.
Canny Grafters. Though they aren't skilled artisans,
lizardfolk craft tools and ornamental jewelry out of the STR DEX CON INT WIS CHA
bones of their kills, and they use the hides and shells of 15 (+2) 10 (+0) 13 (+1) 7 (- 2) 12 (+1) 7 (-2)
dead monsters to create shields.
Lizardfolk Leaders. Lizardfolk respect and fear Skills Perception +3, Stealth +4, Survival +5
magic with a religious awe. Lizardfolk shamans lead Senses passive Perception 13
Languages Draconic
their tribes, overseeing rites and ceremonies performed
Challenge 1/2 (100 XP)
to honor Semuanya. From time to time, however, a
lizardfolk tribe produces a powerful figure touched not
by Semuanya but by Sess'inek-a reptilian demon lord Hold Breath. The lizardfolk can hold its breath for 15 minutes.
who seeks to corrupt and control the lizardfolk.
Lizard folk born in Sess'inek's image are larger and ACTIONS
more cunning than other lizardfolk, and are thoroughly Multiattack. The lizardfolk makes two melee attacks, each one
evil. These lizard kings and queens dominate lizardfolk with a different weapon.
tribes, usurping a shaman's authority and inspiring
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
uncharacteristic aggression among their subjects.
Hit: 5 (1d6 + 2) piercing damage.
Dragon Worshipers. Lizardfolk speak Draconic,
which they are thought to have learned from dragons in Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
ancient times. A tribe that wanders into the territory of a target. Hit: 5 (1d6 + 2) bludgeoning damage.
dr,agon will offer it tribute to win its favor. An evil dragon
javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
might exploit lizardfolk for its own vile ends, turning
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
them into raiders and plunderers.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.

