The Lizardfolk are a proud, ancient people (and considered one of the oldest races still in existence). Once they commanded the vast Empire of the Sun, and erected monuments and citadels to their gods. Today, most live simple lives, taking no more from their lands than they need. They are a warrior culture, and relish opportunities to test their strength and display their skill, and often come into conflict with rival tribes over territory. The lizardfolk blame the loss of their ancient empires on the rise of the other races, and some continue to show an intense loathing of most non-reptilian races.
Most lizardfolk stand 6 to 7 feet tall and weigh 200 to 250 pounds, their powerful muscles covered in scales of gray, green, or brown. Some breeds have short dorsal spikes, brightly colored frills,or even sparse feathering and all swim well by moving with flicks of their powerful 4 to 6-foot-long tails.
As reptilian humanoids, Lizardfolk shed their skins like other reptiles do. This process takes up to a week if allowed to transpire naturally, but Lizardfolk accelerate the shedding by scrubbing the old skin from their bodies. A growing Lizardfolk sheds his skin at intervals ranging from once a week to once a month. Adult Lizardfolk shed their skin about once a year.
Lizardfolk are partially cold blooded, and while their metabolism regulates their body temperature effectively, they are sluggish and uncomfortable in cold temperatures, and and avoid prolonged exposure to cold environments.
The common lizardfolk is most at home in swampy, watery environments. However, lizardfolk are adaptable, and many populations have traits and abilities more suited to their chosen environment.
Desert dwelling Lizardfolk (called Sahqo Xiekivi) have adapted to the more arid environment. Their scales are usually reddish tan and are their scales are thicker with a knobby, spiky texture.
Forest and Jungle dwelling Lizardfolk (called Feykro Xiekivi) have smoother scales, with green colorization that often has bright blue, aquamarine or yellow patterns and stripes.
Lizardfolk are diurnal, but can adjust their sleeping patterns as needed. Their diets are omnivorous, with a decided preference for meat. A Lizardfolk can consume spoiled meat without trouble and can digest tough materials such as bone, leather or shell. The endlessly pragmatic Lizardfolk also have few taboos against cannibalism; and consider it right and proper to consume the bodies of the honored dead.
Lizardfolk reproduce sexually. A female lizardfolk lays a clutch of one to three eggs several weeks after mating and buries them in mud and composted plant matter. These eggs, each just larger than a foot in diameter, absorb water and plant matter to feed the growing embryo inside.
A given female will only produce a handful of eggs over their lifetimes. Viable eggs require constant care. As with many reptiles, the unhatched young change sex in response to changes in temperature. Often, a tribe deliberately manipulates this phenomenon to ensure gender parity, which is of high importance when the survival of the next generation hangs in the balance. In contrast to the delicate eggs from which they hatch, young lizardfolk are extremely resilient, emerging with a full set of teeth and claws.
The Lizardfolk retain echoes of their former glory. Each tribe is ruled by formidable priest kings, and every able bodied Lizardfolk is a deadly warrior. Their traditions and oral history go back thousands of years and they have many celebrations and holidays over the course of the year. They prefer remote locations and many still inhabit ancient temples and ziggurats built by their ancestors. More aggressive tribes actively seek to expand their territory, which brings them into conflict with neighboring races. Among themselves (and more educated members of other races), they are called Xiekivi.
Generally speaking, Lizardfolk do not trust non-reptilian creatures, and even among reptile races they only truly associate with Kobolds and have a bitter rivalry with the Ophidians. Lizardfolk prefer to keep their distance from the largest centers of “civilization” and an urban Lizardfolk is a rarity. They are fiercely territorial, and will not hesitate to forcefully expel intruders. They also have a habit of eating the corpses of fallen allies and enemies, a trait that doesn’t improve their reputation with other races.
Alignment & Religion
Most Lizardfolk are Neutral, treating outsiders with caution until they have proven themselves friend or foe. Most Lizardfolk worship a deity named Siksta, an ancient sun god who gifts the Lizardfolk with strength and guidance. Others have adopted the Primal Dragon, and some are said to revere even older, stranger deities.
Lizardfolk are considered to be savages by most, but are often sophisticated warriors, with a preference for the Barbarian and Fighter class. Most Lizardfolk spellcasters are Clerics or Druids, but Lizardfolk Wizards are often privy to mystic secrets long forgotten by other races.
The following traits are intended for player character use and may differ from what is presented in the Pathfinder RPG Bestiary I.
+ 2 Strength, + 2 Constitution, –2 Intelligence; Lizardfolk are remarkably strong and resilient, but rely more on instinct than reason.
Medium Size Humanoid (Lizardfolk,Reptilian)
Normal Speed: Lizardfolk have a base speed of 30 feet. Lizardfolk also have a base Swim speed of 30ft.
Low-Light Vision: Lizardfolk can see twice as far as humans in conditions of dim light.
Cold Blood: The reptilian physiology of the Lizardfolk makes dealing with cold temperatures difficult. To compensate for cold conditions, the Lizardfolks metabolism accelerates. Lizardfolk in cold weather must eat 3 times the normal amount to remain healthy. In addition, if the Lizardfolk suffer non-lethal damage from cold exposure, they become exhausted (rather than fatigued).
Eat Anything: Lizardfolk are survivors, and can consume foods that would turn the stomach of other races. Lizardfolk gain a + 2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
Natural Armor: Lizardfolk get a + 1 Natural Armor bonus due to their tough hides.
Hold Breath (ex): A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Natural Attacks: Lizardfolk have sharp claws and a wicked bite, and may make up to two primary natural attacks with their claws and a secondary natural attack with a bite (dealing d4 damage each). Lizardfolk armed with a weapon may make a bite attack as a natural secondary weapon.
Aging Effects: Adult 20 Middle Age 60 Old 90 Venerable 120 Maximum 120+ 3d20 years
Languages: Lizardfolk begin play speaking Draconic,and at least one human language(Central, Northern, Southern, or Western).Lizardfolk with high intelligence scores can choose from the following; Elvish, Goblin, Orc or Sylvan
Alternative Racial Traits
•Camouflage (ex): Chameleon Lizardfolk have a recessive trait that gives them the ability to alter their coloration and texture to match their surrounding environment. While rare (1 out of 1000), this ability is present among all lizardfolk populations. Lizardfolk with this ability are called Vuldak Xiekivi
Chameleon Lizardfolk have the ability to alter their skin color and texture, allowing them to blend into their surroundings. This ability gives them a +4 racial bonus on Stealth checks. This replaces the Lizardfolk Natural Armor Ability.
•Climbing: Lizardfolk with this trait have a Climb Speed of 20ft and have +8 racial bonus to Climb checks. These Lizardfolk also gain a +2 racial bonus to Acrobatics. This replaces Lizardfolk Swim Speed and Hold Breath Ability.
•Hard Scale: Some lizardfolk have scales that are more akin to armored plates.
Lizardfolk with the Hard Scale ability increase their natural armor bonus to + 3.This replaces Lizardfolk Swim Speed and Hold Breath Ability.
•Poison Spit(ex): Lizardfolk with this trait have poisonous saliva that they can spit as a ranged touch attack up to 10 feet away
(poison, contact; Save Fortitude DC 13; Frequency 1/round for 6 rounds; Effect 1 Con damage; Cure 1 save). This replaces the Lizardfolk Hold Breath ability.
•Slapping Tail: Lizardfolk with this ability can use their tale to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the user’s Strength modifier. This replaces the Natural Attack ability.