LizardMen
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The LizardMen of Arr-Kelaan are not the unintelligent creatures listed in the AD&D Monstrous Manual. They are an intelligent, thoughtful, and adaptable race with their own culture, art, and music. Though a peaceful people by nature, they are mighty warriors and powerful shamans.

 Appearance:
LizardMen are large (6 ½' tall) reptilian humanoids, wise and keen of wit as well as powerfully muscled. Most LizardMen's scaly hides are green though they range in color from a rattlesnake brown to dull yellow. Additionally, most LizardMen paint or tattoo their bodies with elaborate tribal markings. Without an extensive knowledge of scale patterning, it is nearly impossible for other peoples to tell male LizardMen from female LizardMen. 
Personality:
Most LizardMen tend to be peaceful, thoughtful and amicable creatures despite their fearsome appearance. They are a spiritual people and drawn into shamanism and the worship of nature.

Lifestyle:
Most LizardMen live in small semi-nomadic tribes in deep bayous, and swamps, though several tribes are known to exist in the deep desert and many other share the equatorial rainforests with the Elves.

Each LizardMan tribe is lead by the shaman (typically the oldest member of the tribe and a cleric of at least 10th Level). Houses of LizardMan villages are typically built of wood, on stilts, over water and without roofs as  LizardMen love to feel the rain on their scales.  Though they rare keep objects which are affected by the weather, delicate materials are kept in waterproof boxes.  LizardMan tribes generally live in one location for a single generation before moving on.  When tribes meet, festivals are the usual result and the opportunity to trade is greatly enjoyed. The tribes often have great meetings every few years where hundreds of tribes will meet in one place.

The favored weapons of the LizardMen are spears and harpoons. LizardMen begin training their offspring with one of these weapons as soon as the hatchling is strong enough to lift it. Hunting and fishing skills quickly mature into combat skills. In addition to a weapon attack, LizardMen gain an additional attack with their tails. This attack comes last in a round and does 1-4 points of damage and has a range of five feet. Some LizardMen employ mace-like sheathing for their tails and such armoring has the effect of increasing tail-attack damage to 1-6 points.

They have a highly acute sense of smell and can "see" with their long, forked tongues. Because of this, all LizardMen have the equivalent of the Blind Fighting non-weapon proficiency. Also, when employing tracking abilities (like a ranger) LizardMen get a 10% bonus to tracking any creature with discernible odor, and a 20% bonus to tracking any creature with a strong odor.

Due to their scales, all LizardMen have a natural AC of 5. If a LizardMan wears armor of AC 5 or worse, its AC is improved by only 1 point. For body armor of AC 4 or better, use the rating of the armor worn plus an Armor Class bonus of 1 point. Shield and Dexterity modifiers to Armor Class work normally.

Names and Language:
The structure of their mouths restricts the ability of LizardMen to make extensive vocalizations.  Consonants used are; l, r, s, th, and z.  Vowels are typically a, i, and u.

Equipment:
All LizardMan equipment is painted with bright colors in a form of paint which is highly resistant to water and the effects of weather.  They almost never wear armor, but wear leather harnesses to aid the carrying of their weapons and other equipment.  They almost never carry rations, preferring to hunt fresh meat and gather fresh fruits each day.  A LizardMan can go without food for up to a month, but after the first week without nourishment their metabolism will slow to the point where they will be affected as if struck by a Slow spell.

Pantheon:
LizardMen worship the goddess Luranna almost exclusively.

History:
LizardMen were created by the Sovereign of the Fire to be his chosen race.  They were designed to be able to survive in harsh, hot climates with little food and to face powerful enemies.  They are the strongest of the races but their fearsome appearance has brought them considerable grief.  Their resemblance to dragons, unfortunately, forever places them out of favor with Humanity, considering the suffering of the Dragon Wars.  Individuals may earn acceptance, but predjudice against the race continues.

After coming into existance and battling the fierce foes that Sovereign of the Fire wished them to face, a great many of the LizardMen desired a less strenuous lifestyle.  They wished a chance to dwell in places where every meal need not be consumed as if it were the last.  In the early Stone Age, there was a great migration of the LizardMen from the desert and volcanic wastelands to the rich swamps and bayous.  Since then, they have remained a largely peaceful race, content to worship the natural world and carry on without the need for conquest.


LizardMen as Player Characters

Ability Scores
LizardMen are one of the strongest of the Player Character races.  They gain a +2 bonus to their strength and constitution scores, but the lose 1 point from their intelligence and 3 points to their charisma.

Classes and Kits Standard Abilities

Additional Abilities (Choose 1) Preferred Weapons Bonus Non-Weapon Proficiencies Recommended Non-Weapon Proficiencies (1 required)
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