All things Lizardfolk. [Archive] - Wizards Community

Post/Author/DateTimePost
Arcticflare

03-19-06, 04:07 PM
I'm working on a plot hook in which the players travel to a remote island and discover a booming lizardfolk society. What I need, however, are ideas and monsters. For example, lizardfolk often tame dinosaurs, but what would the rules on this be?

Another thing. Is there a limit on what animals can be made into lycanthropes? Something tells me a were-battletitan lizardfolk is going to have a CR higher than four.

Basically, any suggestions on where I can find more fluff for lizardfolk would be much appreciated. I have the Dragon article, as well as MM III. Are there any other subraces I've missed?
Flayer

03-19-06, 04:27 PM
in serpent kingdoms the talk about lizardfolk a little also about lizard kings of some demon that control large tribes of lizardfolks
Alac Luin

03-19-06, 09:00 PM
In building a campaign world, I worked with the idea of various lizardfolk tribes separating to various areas of the world, each developing abilities depending on their environments.
I based the clan names on RL lizards with similar abilities.

Instead of making a new lizardfolk monster for each (the base MM lizardfolk works) , I made them Feats, this "advanced" ability only shows up from time to time.

Chelleri Clan [General] <this clan lives in swamp invionment>
Your bloodline has developed a long tongue to aid in catching pray.
Prerequisite: Lizardfolk of the Chelleri clan.
Benefit: You have a projectile tongue you can use to attack an opponent by forsaking your bite attack. This attack can be used on opponents in a square you would normally threaten with your bite attack. This can be used to deliver a touch attack spell. Additionally, on a successful attack you can start a grapple on a creature that is two size categories smaller then yourself. With a successful grapple, you can automatically hit with your bite attack on the following round.

Hoslocess Clan [General] <This tribe lives in temperate and sub tropic forests>
Your bloodline has lived in the trees of dry forests for generations.
Prerequisite: Lizardfolk of the Hoslocess clan
Benefit: You have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Improved Varanus Clan [General] <this tribe is desert dwellers>
You have learned to make your bloodlines spit attack more potent.
Prerequisite: Lizardfolk of the Varanus clan with the Varanus Clan feat, 6th level.
Benefit: Your spit attack has increased to 2d6 contact poison. In addition, on a successful hit, the target must make a DC15 Ref save or 1d4+1 rounds of blindness.
Special: The bacteria from the spit does not survive contact with the air and looses potency within one round.

Seiidae Clan [Fighter]
You have learned to use your long tail to attack your opponents
Prerequisite: Lizardfolk of the Seiidae Clan
Benefit: You can attempt a trip attack with your tail.

Suasara Clan [General]
You come from a long line of nocturnal hunters that live in shallow underground homes during the day.
Prerequisite: Lizardfolk of the Suasara Clan
Benefit: You have developed low light vision. You can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. You retain the ability to distinguish color and detail under these conditions.

Varanus Clan [General] <this tribe is desert dwellers>
Your bloodline has developed a spittle attack that contains a damaging bacteria to defend itself.
Prerequisite: Lizardfolk of the Varanus clan.
Benefit: Once a day, you can make a spit attack that deals 1d6 damage from contact poison. The spit has a range of 30 feet and delivered as a ranged touch attack.
Special: The bacterium from the spit does not survive contact with the air and looses potency within one round.
Arcticflare

03-21-06, 05:01 PM
Thanks, Alac. I really like the concept of the feats, as it reflects their highly mutative nature. The Suasara clan, especially. Too long have my players been shocked from the realization that kecuala can't see to well in the moonlight.
Melpomene

03-21-06, 05:40 PM
The Arms and Equipment Guide has some specific costs of dinos, as does *shudder* the warbeast template from MM2. In general, if they're NPC, just give them whatever dino companions they need to have a consistant CR.

Oriental adventures has a tail-based weapon which a lizardfolk can use to gain an extra attack. Combined with flurry of blows and multiweapon fighting, that's 6+ attacks a round. *shrug*

MM3 has the bigger and smaller lizardfolk.

Entire tribes of evil (or unlucky) lizardfolk have been made thralls of black dragons. Other allies and enemies include medusas, Yuan-Ti, and troglodites.
malignor

03-21-06, 06:18 PM
I'm an SRD-monkey, myself.

If I were to toss together a Lizardfolk Race, I'd build it out of a fusion of stories and goals.

=A Look At Lizardfolk=
1 - Prefer being druids
2 - low intelligence, rather strong & hardy
3 - bonuses to jump, balance and swim, plus hold breath
4 - good natural armor, natural weapons, racial weapon proficiencies

Conclusions:
- They are ruled over by high level druids.
- Other common classes are Barbarian and Ranger (fits the nature theme & abilitiy modifiers).
- NPC classes would be warrior and commoner.
- Use lots of narrow bridges, underwater cave entrances, large stepped-stars & sloping passages, because to them the jumping, swimming and balance is second nature.
- Aggressive race; even the commoners learn to use weapons & shields.

===================

So first, make the island. They live in temperate marshes, so they would be neighbours with...

Magical Beasts = {Gray Renders, Hydras}
Monstrous Humanoids/Humanoids = {Green Hags, Harpies, Medusa, Wererat, Gargoyle}
Abberations/Ooze = {Chuul, Spirit Naga, Will-o-wisp, Ochre Jelly}
Plants/Animals = {Shambling Mound, Vipers, Toads, Rats, Dire Rats, Rat Swarms}

So... for steeds they could ride large or huge vipers :P ... kind of wierd.
More likely they have no steeds.

They could have a hydra they "domesticated" and keep in an underwater cave. They'd probably feed prisoners and wanderers and their own criminals/outcasts to it. Give it enough heads to challenge the party.

A rival tribe of... let's say Harpies. They have to deal with a small, savage tribe of harpies.

Okay so we have a circle of druids. The champions are barbarians and the hunter/scouts are Rangers.

The druids have used Awaken to make a bunch of intelligent trees and vipers which help out as well. Over the generations, druids have been making magic items for the elite. Thus there are a number of druid-made and ranger-made magic items floating around. Longspears +x of frost (since fire would be bad around swamp gases or groups of trees, and electricity would be bad for a partially aquatic race), Hide Armor +X of Wild for druids with wildshape, cloaks of resistance, boots of striding & springing, belts of giant strength, gloves of dexterity, amulets of natural armor, periapts of wisdom, assorted potions & wands and so forth.

Their weapons of choice include the javelin, the dart and the longspear. The longspear's reach is complimented by their natural weapons, giving them adaptability. Plus the swampy terrain reduced movement, so all have some ranged weapons. Furthermore, the rangers and druids generally harvest vipre venom and make it into poison, so there's alot of viper poison being used in the tribe.

The leader would be a lizardfolk druid12 with no weapon, but wears Hide armor +3 of Wildshaping and frost resistance10. All else would fall to the ground when he wildshapes, and his preferred form is that of a large viper, so he's indistinguishable from all his awakened pets (6-7 awakened large vipers). Armed only with a couple javelins +1 of frost. His animal companion is a large viper, naturally.

The champion would be a lizardfolk barbarian10 with a longspear +3 of icy burst (named frostskewer), and leather armor +3 of frost resistance. Wearing an amulet of endurance +4, a belt of giant strength +4, gloves of dexterity +4 and boots of striding & springing.

The head of the war party is a Ranger10 equipped similar to the champion, except he focuses in paired handaxes (has a pair of handaxes +1 of icy burst) and throws poisoned darts. His companion is a dire rat in leather barding.

There are also a handful of lower level druids, rangers and barbarians. They count among the elite. Most of the lizardfolk are warriors (level 1-6) and commoners (level 1-6). I say level 1-6 because at character level 9 you stop getting XP from CR1 encounters... so that means they're as good as it gets while training & interacting among common lizardfolk. Any higher levels are obtained by facing greater challenges.

==================

= Swampy Encounters =

- A small group from the tribe of awakened Dire Rats. They maintain the traps made by the rangers around the area. They also have gained a level or two in commoner and learned their own craft-trapmaking. Pits, spikes, thorns and so forth abound, and all the spikes & thorns are diseased with standard rat disease. They avoid contact, but the party will be stalked, robbed and made paranoid by these guys.

- A hunting party, consisting of warriors, led by ranger(s) and backed up with barbarian(s). As soon as 1 or more elite are killed, half the hunters will run back to alert the tribe and the other half will prevent the party from pursuit.

- A hydra from under the water! When at half hitpoints will hide under the water and heal, then come back for more.

- A small raiding band of savage Harpies. May have class levels in commoner or warrior.

- The champion! His group of barbarians and a few rangers challenge the party. A few rangers will observe from hidden locations and, if the champion falls, they'll let the leader know.

- Head of the war party (ranger10) along with his trusted "special forces" group, will use guerilla tactics, traps and hit & run to distract, weaken and basically try convince the PCs that they're in over their heads. They alternate shifts, so any spellcasting PCs can't sleep to regain spells. Basically not an hour goes by that a few arrows or poisoned darts fly out of a bush, or some summoned animals attack.

- Serpents of yesteryear. Basically a tribe of awakened vipers varying in size from medium to huge. A few have class levels in ranger!

- The geat defense. A cove of awakened trees protect the camp. There are a few with commoner or even barbarian levels.

- The camp! The PCs find the entire camp. A druid who has a good rapport with the hydra will likely unleash it on the party during the fight if things go badly.
Arcticflare

03-21-06, 07:01 PM
Malignor, you have just earned my complete and eternal respect. :eek:
malignor

03-21-06, 07:31 PM
You should have seen what I did with the Trogs in my own campaign.
Their favored class is Cleric, so they've made contact with outsiders (Slaad, via Planar Ally). Their leaders were called the Pillars, and their leader (Eukrugg, the 17th Pillar) was a Cler9/Thaum5 of Chaos and Earth. Scary mofo. Their tribe went to the surface on nights when the moon was black (new moon) and raided the stone giants for their children as slave stock. Lots of undead, too, since they're evil clerics.

As for yours, I like the idea of using the frost spears to make temporary bridges across the murky waters in the swamp. Also, the druids would use alot of woodshape and stoneshape and wall of stone to fortify the camp. I can see them actually having a vine-covered fortress or even an aztec pyramid made of intermixed stone and treated wood. Also the tree-warriors would have been woodshaped into monstrous shapes, like their bodies are covered with what look like carved faces frozen in eternal agony.

Think about what a 12th level druid can do with years of free time... stoneshapring, woodshaping, and so forth. Look at the druid and ranger spell lists for permanent & long-duration spells. This is what they've been doing all these years...

Druid2: Soften Earth & Stone, Warp Wood, Woodshape
Druid3: Snare, Stoneshape, Diminish Plants, Plant Growth
Druid5: Awaken, Rock to Mud, Mud to Rock
Druid6: Ironwood, Liveoak, Move Earth, Wall of Stone

Rgr2: Snare
Rgr3: Diminish Plants, Plant Growth
Arcticflare

03-21-06, 07:46 PM
Impressive. I can't say anything else that you haven't already sigged. :P

As for the Druid with time comment, I know what you mean. My lizardfolk PC has 14 levels of Druid and 4 levels of Scaled Horror. . . which grants Ranger Spells. . . .

His tribe is well fortified.