1d6 + Strength is a good baseline for unarmed damage, much higher than the base number. This obviously gets better if you’re doing an underwater or coastal campaign. That can be very useful if you need to explore underwater or even solve a few basic problems. Swimming is a niche skill in the best of times, but you ignore the checks to swim well. You’re a bit heavy, which can lead to problems or problem solving. lizardfolk are massive creatures, though not much taller than 6 feet. You’re durable in most ways! But that can make you slow at taking down enemies. However, once again, this is a defensive stat unless you’re one of two casters. +1 Wisdom helps a little Wisdom is arguably the best stat in the game, influencing your best mental saving throws, Perception, and Survival checks. But your +2 is not going towards anything offensive, meaning your damage and abilities will naturally lag behind other classes. You’ll be happy that you’re so tanky a ton of health and bonus to Con saves to protect against awful diseases and poisons. Since Lizardfolk are one-note and come from a pretty selective area of Toril, they have one statblock. Check out our Lizardfolk naming guide for some inspiration. A Lizardfolk who lives in a pleasurable environment might be taught emotions, but it will be a hard-fought battle to tear them away from their instincts. Love doesn’t exist because it is an obstacle for the sustaining of the tribe. Dead companions should be eaten, because they are a viable source of meat. The binary thought processes of the standard Lizardfolk is strange to most races. The “scaleless” are especially worth pitying how are you supposed to survive without any sort of natural defenses? Many Lizardfolk become guards and defensive party members out of pity. Obviously, what can kill one of these draconic behemoths will be very scary indeed… But the trust of the Lizardfolk might be worth risking your life, because they will do much to protect those that bring them happiness. A very simple way to earn a Lizardfolk’s affection is to help them survive in a situation where they are sure they will die. If there is something that will allow them to avoid fear, then they will find it pleasurable. Lizardfolk don’t grow up with many sources of pleasure, such as delicious food or drink or an adventuring companion. They don’t get roused to fighting by insults or dares however, insults might cause the Lizardfolk to feel that that particular creature is worthy of anger. Aggression is only necessary when the Lizardfolk is defending itself or needs to eat. While they are more than capable of feeling emotions, they shun or abstract emotion enough that their typical fear is simply one of survival don’t be in the way of that thing. If something is worthy of fear, then the Lizardfolk avoids it. Their scales are good for camouflaging in the jungle, but their claws and teeth make them quite noticeable in towns. Male or female, all Lizardfolk are muscled, tall, intimidating, but know how to stay subtle and out of the way when things aren’t going their way. Lizardfolk who survive long enough to become an adult are carved from this mold. They are born solidly in the middle of the food chain, and are taught to conquer it all… Or become food trying. Lizardfolk, introduced to us via Volo’s Guide to Monsters, hail from lands lethal and uncivilized.
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