Monday, 18 March 2019

Racial Templates: Lizardfolks

Racial Templates: Lizardfolk

D&D 3.5 has only several lizardfolk subraces, but previous editions had much more. Let's convert them all. Some of them should be within the PC point budget.

LIZARDFOLK [15] (Monster Manual, page 169)
Attributes: ST+1 [10]; IQ-1 [-20]; HT+1 [10].
Secondary Characteristics: Will+1 [5]; Per+1 [5].
Advantages: Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Nictitating Membrane [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Features: Early Maturation 2.

VILETOOTH LIZARDFOLK [28] (Dragon Magic, page 9)
Attributes: HT+1 [10].
Advantages: Doesn’t Breathe (Gills, -50%) [10]; DR 2 (Flexible, -20%) [8]; Nictitating Membrane [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Speak Underwater [5].
Acid Bite: Corrosion Attack 1d-1 (Follow-Up, Sharp Teeth, +0%) [7].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Skinny [-5]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Features: Early Maturation 2.

These ones, if I remember things correctly, belong to an alchemically mutated tribe that lives with black dragons.

BLACKSCALE LIZARDFOLK [45] (Monster Manual III, page 95)
Attributes: ST+5 (Size Modifier, -10%) [45]; DX-1 [-20]; IQ-1 [-20]; HT+1 [10].
Secondary Characteristics: SM+1; Per+1 [5]; Basic Move +1 [5].
Advantages: Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; DR 3 (Limited, Acid, -40%; Tough Skin, -40%) [3]; Excellent Balance [10]; Fangs [2]; Nictitating Membrane [1]; Peripheral Vision [15]; Sharp Claws [5]; Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%) [1].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Features: Early Maturation 2.
  
Knowing Your Own Strength [50]
Replace ST+5 (Size Modifier, -10%) [45] with ST+5 [50]

These ones are big brutes.

POISON DUSK LIZARDFOLK [1] (Monster Manual III, page 96)
Attributes: ST-4 [-40]; DX+1 [20]; HT+1 [10].
Secondary Characteristics: SM-2.
Advantages: Breath-Holding 2 [4]; Chameleon 2 [10]; DR 1 (Flexible, -20%) [4]; Nictitating Membrane [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Features: Early Maturation 2.

These ones are small and nimble.

JARAK-SINN [38] (Bestiary of Krynn Revised, page 73)
Attributes: ST+4 (Size Modifier, -10%) [36]; DX-1 [-20]; IQ-2 [-40]; HT+1 [10].
Secondary Characteristics: SM+1; Will+1 [5]; Per+2 [10]; Basic Move +1 [5].
Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Excellent Balance [10]; Nictitating Membrane [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1].
Acid Bite: Corrosion Attack 1d-1 (Follow-Up, Sharp Teeth, +0%) [7].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Features: Born Biter 1; Early Maturation 2.

Knowing Your Own Strength [67]
Replace ST+4 (Size Modifier, -10%) [36] with ST+4 [40]


Krynn-exclusive lizardfolks with an acidic bite.

QUANAK [26] (The Mind’s Eye – Lizardfolk, Quanak)
Attributes: ST+1 [10].
Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 1 (Flexible, -20%) [4]; Nictitating Membrane [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Features: Early Maturation 2.
Racial Psionic Abilities: PK Shield 1 [4].
Racial Psionic Skills: PK Shield (H) IQ-2 [1].

Psionic lizardfolks from a Mind's Eye article.

AGRUTHA [22] (Dragon Magazine #268)
Attributes: ST+4 (Size Modifier, -10%) [36]; IQ-2 [-40]; HT+1 [10].
Secondary Characteristics: SM+1; Will+1 [5]; Per+2 [10]; Basic Move -1 [-5].
Advantages: Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Excellent Balance [10]; Nictitating Membrane [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%) [1].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Features: Early Maturation 2.

Knowing Your Own Strength [26]
Replace ST+4 (Size Modifier, -10%) [36] with ST+4 [40]

Agrutha are bigger and more brutish than typical lizardfolk. They wear no clothing or armor, and only carry what they need. They lair in the deepest marshes and swamps, hunting any creatures in the area.

ALCOR [12] (Dragon Magazine #101)
Attributes: ST+1 [10]; IQ-2 [-40]; HT+1 [10].
Secondary Characteristics: SM+1; Will+1 [5]; Per+2 [10].
Advantages: DR 1 (Flexible, -20%) [4]; Excellent Balance [10]; Nictitating Membrane [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%) [1]; Temperature Tolerance 3 (Cold) [3]; Terrain Adaptation (Ice) [5]; Terrain Adaptation (Snow) [5].
Disadvantages: Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10].
Perks: Can use its tail as skis [1]; Scales [1].
Features: Early Maturation 2.

The alcor is distantly related to lizardfolk, and has adapted itself to life in a frigid climate. The alcor is sometimes known as “the skier” due to its ability to balance on its tail and glide down snow-covered hills.
  
CHAMELEON MAN (WALLARA) [49] (B8 - Journey to the Rock)
Secondary Characteristics: SM+1.
Advantages: Chameleon 4 (Active, +40%) [28]; Enhanced Tracking 1 [5]; Night Vision 5 [5]; Peripheral Vision [15].
Disadvantages: Cold-Blooded (50°) [-5].
Perks: Scales [1].
Features: Early Maturation 2.

Chameleon men, or wallara, are an offshoot of the lizardfolk race. They are mostly peaceful, spending their time maintaining the harmony of nature, particularly watching over old woods and caverns. And they can teleport for some reason.

BRUTE CROCODILIAN [31] (Dragon Magazine #268)
Attributes: ST+5 (Size Modifier, -10%) [45]; DX-1 [-20]; IQ-1 [-20]; HT+1 [10].
Secondary Characteristics: SM+1; Per+1 [5]; Basic Move -1 [-5].
Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Excellent Balance [10]; Nictitating Membrane [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%) [1].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Features: Born Biter 1; Early Maturation 2.

Knowing Your Own Strength [36]
Replace ST+5 (Size Modifier, -10%) [45] with ST+5 [50]

MASTER CROCODILIAN [20] (Dragon Magazine #268)
Attributes: IQ+1 [20].
Secondary Characteristics: SM+1; Will-1 [-5]; Per-1 [-5]; Basic Move -1 [-5].
Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Excellent Balance [10]; Nictitating Membrane [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Features: Born Biter 1; Early Maturation 2.

Crocodilians are an offshoot of the lizardfolk race, more closely resembling crocodiles than lizards. Two types of crocodilians exist: brutes and masters. Brute crocodilians are big and ferocious, while master crocodilians are smaller and craftier. 

CAYMAN [-28] (Savage Coast Monstrous Compendium Appendix)
Attributes: ST-7 [-70]; DX+1 [20]; HT+1 [10].
Secondary Characteristics: SM-3; Basic Move-2 [-10].
Advantages: Breath-Holding 2 [4]; Excellent Balance [10]; Infravision [10]; Nictitating Membrane 1 [1]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Features: Early Maturation 2.

Caymen are smaller offshoots of the lizardfolk race. They dwell in underground villages of tunnels and chambers 1 to 2 feet high.

GECKONID [36] (Dragon Magazine #268)
Attributes: ST-1 [-10]; DX+1 [20]; HT-1 [-10].
Secondary Characteristics: HP-1 [-2].
Advantages: Acute Vision 2 [4]; Clinging [20]; Night Vision 5 [5]; Peripheral Vision [15]; Super Climbing 1 [3].
Disadvantages: Cold-Blooded (50°) [-5]; Curious (12) [-5].
Perks: Scales [1].
Features: Early Maturation 2.

Geckonids are among the friendliest of the lizardfolk. Driven by insatiable curiosity, they often wander into urban areas. Most are thieves, stealing not out of greed but out of curiosity and for their own amusement. 

TOKAY [28] (Dragon Magazine #268)
Attributes: ST-1 [-10]; DX+1 [20]; HT-1 [-10].
Secondary Characteristics: HP-1 [-2].
Advantages: Acute Vision 2 [4]; Clinging [20]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Teeth [1]; Super Climbing 1 [3].
Disadvantages: Cold-Blooded (50°) [-5]; Curious (12) [-5]; Social Stigma (Savage) [-10].
Perks: Penetrating Voice [1]; Scales [1].
Features: Early Maturation 2.

Tokays are ruder, crueler, taller cousins of geckonids. The loud croak of a tokay sounds like a dog's bark. A tokay stands almost 6 feet tall, with gray-dotted pink scales.
  
GURRASH [28] (Savage Coast Monstrous Compendium Appendix)
Attributes: ST+4 (Size Modifier, -10%) [36]; DX-1 [-20]; IQ-1 [-20]; HT+1 [10].
Secondary Characteristics: SM+1; Per+1 [5]; Basic Move -1 [-5].
Advantages: Amphibious [10]; DR 2 (Flexible, -20%) [8]; Infravision [10]; Nictitating Membrane [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%) [1].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Features: Born Biter 1; Early Maturation 2.

Knowing Your Own Strength [32]
Replace ST+4 (Size Modifier, -10%) [36] with ST+4 [40]

GATOR FOLK [7] (Savage Coast Monstrous Compendium Appendix)
Attributes: ST+4 (Size Modifier, -10%) [36]; DX-1 [-20]; IQ-2 [-40]; HT+1 [10].
Secondary Characteristics: SM+1; Will+1 [5]; Per+1 [5]; Basic Move -1 [-5].
Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Nictitating Membrane [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]; Striker (Tail; Crushing; Cannot Parry, -40%; Clumsy 2, -40%) [1].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Features: Born Biter 1; Early Maturation 2.

Knowing Your Own Strength [11]
Replace ST+4 (Size Modifier, -10%) [36] with ST+4 [40]

The gurrash are a violent, warlike offshoot of the lizardfolk race. Gurrash spend their time hunting and making war within the unforgiving bayous they call home. 

IGUANID [51] (Dragon Magazine #268)
Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Nictitating Membrane 1 [1]; Night Vision 5 [5]; Peripheral Vision [15]; Resistant to Poison (+3) [5]; Sharp Claws [5]; Sharp Teeth [1].
Disadvantages: Cold-Blooded (50°) [-5].
Perks: Can detach its tail [1]; Scales [1].
Features: Early Maturation 2.

Iguanids are a prolific, adaptable breed of lizardfolk. Generally peaceful, iguanids prefer to spend their time sunning themselves or sitting with others of their kind in quiet contemplation. 

ISLAND IGUANID [62] (Dragon Magazine #268)
Advantages: Amphibious [10]; DR 2 (Flexible, -20%) [8]; Doesn’t Breathe (Gills, -50%) [10]; Nictitating Membrane 1 [1]; Night Vision 5 [5]; Peripheral Vision [15]; Resistant to Poison (+3) [5]; Sharp Claws [5]; Sharp Teeth [1]; Speak Underwater [5].
Disadvantages: Cold-Blooded (50°) [-5].
Perks: Can detach its tail [1]; Scales [1].
Features: Early Maturation 2.

Island iguanids make their homes on rocky shores. Their heavy, lumpy bodies and heads are covered in hard, brownish-green scales.

MALPHEGGI [69] (Hollow World Boxed Set)
Attributes: ST+1 [10].
Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Doesn’t Breathe (Gills) [10]; Nictitating Membrane 1 [1]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Claws [5]; Speak Underwater [5].
Disadvantages: Cold-Blooded [-5].
Perks: Scales [1].

Malpheggi lizardfolk are survivors and mercenaries, selling their skills as scouts and aquatic commandos to the highest bidder. They are fiercely territorial, and know their swamps extremely well, able to take advantage of every natural obstacle. Cunning and suspicious, Malpheggi lizardfolk generally trust only their own kind, requiring years for members of other races to earn their trust.

SHAZAK [55] (Savage Coast Monstrous Compendium Appendix)
Attributes: ST+2 [20].
Advantages: Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Nictitating Membrane 1 [1]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1].
Disadvantages: Cold-Blooded [-5].
Perks: Scales [1].

Shazaks are a primitive breed of lizardfolk noted for their survival skills. Shazak have their own written language and art. Their culture emphasizes adapting to live in harmony with nature. Shazaks have domesticated dire bats and mobats, which are ridden by tribal leaders and beast-riders.

SIS’THIK [16] (AC9 - Creature Catalogue)
Attributes: ST+1 [10]; IQ-1 [-20]; HT+1 [10].
Secondary Characteristics: Per+1 [5].
Advantages: DR 2 (Flexible, -20%) [8]; Nictitating Membrane 1 [1]; Peripheral Vision [15]; Reduced Consumption 2 (Water Only, -50%) [2]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance 3 (Hot) [3]; Terrain Adaptation (Sand) [5].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Features: Early Maturation 2.

Sis'thik, or desert scourges, are a proud race of warrior lizardfolk superbly adapted to dwell in hot and arid terrain. Sis'thik are strictly matriarchal, living in tribes ruled by a queen.

VARANID [17] (Dragon Magazine #268)
Attributes: ST+1 [10].
Secondary Characteristics: Basic Move +1 [5].
Advantages: Ambidexterity [5]; DR 1 (Flexible, -20%) [4]; Nictitating Membrane 1 [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Features: Early Maturation 2.

Varanids are warlike, harsh, and emotionless lizardfolk. They make their homes on tropical islands, deep jungles, or wide savannas. Tribes construct villages of huts around easy-to-defend natural locations. 

VARKHA [31] (Savage Coast Monstrous Compendium Appendix)
Advantages: Amphibious [10]; Doesn’t Breathe (Gills, -50%) [10]; DR 1 (Flexible, -20%) [4]; Infravision [10]; Nictitating Membrane 1 [1]; Peripheral Vision [15]; Sharp Claws [5]; Speak Underwater [5].
Disadvantages: Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10].
Perks: Scales [1].
Features: Early Maturation 2; Night Vision 5.

Varkhas are subterranean relatives of lizardfolk. These brutal, aquatic hunters prowl underground lakes and rivers for prey. 
  
VENUSIAN LIZARDFOLK [69] (Polyhedron Magazine #74)
Attributes: ST+1 [10]; HT+1 [10].
Advantages: Amphibious [10]; Breath-Holding 2 [4]; DR 1 (Flexible, -20%) [4]; Enhanced Move 1 (Ground; Only when running on all 4 limbs, -10%) [18]; Nictitating Membrane 1 [1]; Peripheral Vision [15]; Sharp Teeth [1].
Disadvantages: Cold-Blooded [-5].
Perks: Scales [1].

Venusian lizardfolk inhabitat vast swamps upon the planet Venus. Most are hunter-gatherers who wander the swamps in small family units or larger clans, but some have begun to adopt primitive agriculture and build villages. The latter are far more rare.

Now let's make a simple lizardfolk warrior that can be used as a generic enemy.

Lizardfolk Warrior [Monster Manual, page 169]

Typical Stats
ST:
12
HP:
12
Speed:
5.25
DX:
10
Will:
9
Move:
5
IQ:
9
Per:
10


HT:
11
FP:
11
SM
+0
Dodge:
11
Parry:
Block:
12
12 (DB 2, medium heavy shield)
DR:
2*
Knobbed Club (12): swing 2d-1 crushing, Reach 1.
Javelin throw (12): thrust 1d impaling (KYOS: 1d+1 impaling), Acc 3, x1.5/x2.5 (18/30).
Javelin thrust (5): thrust 1d impaling (KYOS: 1d+1 impaling), Reach 1.

                Traits: Breath-Holding 2; Cold-Blooded (50°); Combat Reflexes; Early Maturation 2; Nictitating Membrane 1; Odious Racial Habit (Eats sapient beings); Peripheral Vision; Scales; Social Stigma (Savage).
Skills: Axe/Mace-12; Shield-12; Stealth-12; Survival (Swamp)-12; Throwing Weapon (Spear)-12.
Creature Type: Humanoid (Reptilian).

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