The Lizardfolk are a hard line militaristic society, entrenched in the development of tools for a war against an unknown enemy. Their recent loss of the Chromatic Dragon which bore them and set them on their task has resulted only in greater commitment to their goal of expansion. That, combined with the abrupt appearance of Skeletons in their capitol and encroachment on both of their borders, has brought ripples of paranoia to their otherwise grimly focused civilization.
Lizardfolk are all considered members of the standing Army, with the exception of the young and those actively serving in their burgeoning Navy. Each and every member of Lizardfolk society knows his rank and task so that walls and cities can truly be defended to the last man…lizard?
The Lizardfolk discovered and have been using Elemental Obsidian for over 2000 years. The material has become a staple in the daily life of the lizardfolk.
Physically Lizardfolk appear as medium sized humanoid lizards. They would stand between 6 and 8 feet tall were they not naturally inclined forward to account for their tail.

Racial Traits

Ability Score Racial Traits Flexible (+2 Str, +2 Con) (2 RP)
Type: Humanoid (reptilian) (0 RP)
Size: Medium (0 RP)
Base Speed: Normal (0 RP)
Languages: Xenophobic (0 RP)

Defense Racial Traits

Natural Armor: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.

Movement Racial Traits

Swim: Lizardfolk have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks (1 RP)

Offense Racial Traits

Natural Attacks: Bite 1d3 (1 RP), Claws 2 at 1d4 (2RP)

Class Advantage

Fighter: To represent the need to train all citizenry and the limit of available weapons a Lizardfolk fighter may chose to replace their Fighter Weapon and Armor Proficiencies with a single Monster Feat. A Lizardfolk who takes this replacement option adds the list of Monster Feats to those they may take as Fighter Bonus Feats. The character must meet all prerequisites for either selection mode.


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