Lizardfolk

Reptilian humanoids driven by pure pragmatism and a survival instinct so refined it has become a philosophy. Lizardfolk are not cruel — they have simply stripped away the sentimentality that other races use to avoid uncomfortable truths. Food is food. Death is death. Survival is the only meaningful virtue.

Racial Traits

Creature Type: Humanoid (Bestial) Natural Armor: When unarmoured, AC = 13 + Dexterity modifier. Bite: Natural weapon (1d6 piercing + Strength modifier); proficient. Hold Breath: Can hold breath for up to 15 minutes. Hungry Jaws: As a bonus action, make a bite attack. On a hit, regain HP equal to your proficiency bonus. Once per short or long rest. Swim Speed: 30 ft.


Appearance

Broad, flat heads; scales in greens, greys, and browns; powerful tails used for balance and swimming. Eyes are gold or amber with vertical pupils. They are built compactly and powerfully — not especially tall, but dense with muscle. Their faces are difficult to read; the expressions that work for mammals don’t translate.


Society

Lizardfolk villages operate on strict resource efficiency. Elders teach practical skills above all else. Outsiders are evaluated by a single criterion: are they useful? If yes, they are treated pragmatically well. If not, they are not treated at all.


Found In

Wallacia (in the Duchy of Saxolace region), swamp and river regions throughout southern Amantia.


See also: Species Index | Other Species | ChapterTwo_RacesOfAmantia_09March2024.pdf