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Reptilian humanoids that prowl within swamps and marshes.


Average Height: 6’2”–7’2”

Average Weight: 220–300 lb.
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6; swamp walk (see below )
Vision: Normal; darkvision
Languages: Common, Draconic
Skill Bonuses: +2 Athletics, +2 Endurance
Reptilian: Your race is reptilian and is cold-blooded, so you are considered a
reptile for the purpose of effects that relate to creature origin.
Enduring Breath: You can hold your breath for 10 rounds (rather than 5 rounds)
before you need to make endurance checks. Additionally, you don't need to make
endurance checks to hold your breath in strenuous situations.
Swamp Walk: You ignore difficult terrain caused by bog, mud, or shallow water.
Tail Slap: You may use the Tail Slap power.

Play a Lizardfolk if you want…

to be a member of a primitive tribe culture
to be a reptilian creature that is often cruel, savage, and very territorial
to be a character that is at home in a swamp
to be a race that favors the Rogue, Ranger, and Shaman classes

Physical Qualities
Lizardfolk are bipedal reptiles that have a humanoid body shape. Their heads look
very snake-like and often they have large bony crests that run from the tops of their head
down to their tails. Since they are reptilian, females do not have breasts or nipples.
Lizardfolk tails are thick and supply balance, and can be utilized in combat (in which
case, prepare for some hurt). Lizardfolk come in many varieties of scale color, but the
most common are Greenscales and Blackscales.
Playing a Lizardfolk
Player lizardfolk tend to be friendlier with other races, although they still tend to start
all relationships with them from a stance of distrust. Regardless of other factors lizardfolk
have a tendency to react savagely to things that annoy or hurt them. This can cause
violent outbursts at inappropriate times. Lizardfolk are also very territorial by nature, and
so they become very possessive of their belongings and will quickly defend them if they
feel they are in danger or that something will try to take it from them.
Lizardfolk are naturally carnivorous and normally hunt in their surrounding swamps
for wildlife to eat. Lizardfolk will eat any sort of meat they can find, although they prefer
it fresh and take pleasure in hunting it themselves. Lizardfolk enjoy their food cooked,
although they have been known to eat it raw if they must.

Lizardfolk Characteristics: sly, savage, cruel, territorial, team-friendly, distrustful,

wary, cunning
Male Names: Gussh, Hazorduss, Vasculuss, Ssalazar, Asskir, Kortesh, Garmesh
Female Names: Lass, Ssena, Solastass, Eskresh, Shirass, Jess, Kieriss, Ssoya
Lizardfolk Adventurers
Three sample lizardfolk are listed below.
Gussh is a lizardfolk rogue who loves the thrill of thievery and is being forced to
accompany a band of adventurers. Before such an event, Gussh was nothing more than a
petty thief who made his living as such, and actually became a well-known and respected
criminal in the underground before the law final caught up to him. As he was being tried
and jail was inevitable, a band of adventures showed up and convinced the court to leave
his parole in their hands. Now torn between befriendment and running off with their loot,
Gussh reveres no god as none of them are in his “best interests”
Ssena is a lizardfolk ranger who is at home in the swamp. Exiled from her tribe for
reasons she keeps to herself, she was alone until a small band of bounty hunters passed
through her territory. Giving into her territorial nature, she fought them fiercely, but was
promptly defeated, yet the bounty hunters admired her skill and strength enough to leave
her with two choices; be killed or join their crew. She chose the latter, and may have
adapted feelings other than friendly for her new leader, a human. She reveres as Sehanine
as her goddess, for she strongly believes fate is in the hands of mortals.
Garmesh is a lizardfolk shaman—otherwise known as marsh mystic—who is a master
of herbs. Solemn, quiet, yet friendly, Garmesh is still quite young yet unfortunately
carries a sad curse: he is blind. Relying on his spiritual companion for sight, Garmesh has
managed to tune his other senses so that no sound or smell escapes him. He travels alone,
using his wide knowledge of herbs to act as a healer to any who need it. Due to his
introverted nature, it is unknown to anyone who he worships.
Tier: Heroic
Prerequisite: Lizardfolk
Benefit: Gain the Sidestep Attack power as a bonus At-Will power.
Tier: Heroic
Prerequisite: Lizardfolk
Benefit: Your melee weapon gains +3 ongoing poison damage (save ends) . You also
gain resist 5 to poison


Tier: Heroic
Prerequisite: Lizardfolk, Shaman or Cleric class
Benefit: Gain the Swamp’s Grasp power as a bonus Encounter power
Swamp’s Grasp Lizardfolk Racial Power
The ground churns and bubbles as it turns into a thick bog
Encounter Arcane, Zone
Minor Action Ranged 10 Burst 2
Target: creatures within burst
Effect: targets are immobilized (save ends) and the terrain becomes difficult swamp terrain until the
end of the encounter

11th Lvl: increase burst to 3

21st Lvl: increase burst to 4


Tier: Paragon
Prerequisite: Lizardfolk, Shaman or Cleric class, Swamp’s Grasp feat
Benefit: Replace the Swamp’s Grasp power and gain the Bog Cloud power as a bonus
Encounter power
Bog Cloud Lizardfolk Racial Power
The ground hisses as thick swamp vapors boil into the air
Encounter Arcane, Poison, Zone
Minor Action Ranged 10 Burst 3
Target: creatures within burst
Effect: targets are immobilized (save ends) and suffer ongoing -3 poison damage (SAVE ENDS) .
Also, the terrain becomes difficult swamp terrain until the end of the encounter

21st Lvl: increase burst to 4 and increase ongoing poison damage to 6


Tier: Epic
Prerequisite: Lizardfolk, Shaman or Cleric class, Swamp’s Grasp and Bog Cloud feats
Benefit: Replace an epic tier daily utility power and gain the Marsh Blessing power
Marsh Blessing Lizardfolk Racial Power
The rich earthy smell of home fills you and your allies’ senses
Daily Arcane, Healing, Zone, Aura
Minor Action Aura 5
Effect: Every turn—until the end of the encounter—you regain health points equal to one healing
surge. Any ally in the aura gains the same benefits as you. Any unneeded health points become
temporary hit points

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