Page 205 - D&D Bestiary
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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.
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