Difference between revisions of "Lizardfolk"
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| noapp = 2–20 | | noapp = 2–20 | ||
| behaviour = [[Clan (group)|clan]] | | behaviour = [[Clan (group)|clan]] | ||
− | | range = [[Coral Reef (range)|coral reef]], [[Intertidal (range)|intertidal]], [[Jungle (range)|jungle]], [[Rainforest (range)|rainforest]], [[Savanna (range)|savanna]] | + | | range = [[Coral Reef (range)|coral reef]], [[Intertidal (range)|intertidal]], [[Jungle (range)|jungle]],<br>[[Rainforest (range)|rainforest]], [[Savanna (range)|savanna]] |
| size = 7 ft. tall | | size = 7 ft. tall | ||
| weight = 320 lbs. | | weight = 320 lbs. | ||
Line 11: | Line 11: | ||
| HD = 2+1 | | HD = 2+1 | ||
| AP = 5 | | AP = 5 | ||
+ | | stride = 8 | ||
| THAC0 = 20 | | THAC0 = 20 | ||
| hpdie = 2d4 | | hpdie = 2d4 | ||
− | | attack = '''3''' or '''2''': two [[Claw (attack)|claws]] and [[Fangs (attack)|fangs]], or claw and [[Weapons List|weapon]] type | + | | attack = '''3''' or '''2''': two [[Claw (attack)|claws]] and [[Fangs (attack)|fangs]],<br>or claw and [[Weapons List|weapon]] type |
| dmg = 1–4/1–4 & 2–8 | | dmg = 1–4/1–4 & 2–8 | ||
| special = [[Strength (ability stat)|strength]] (18) | | special = [[Strength (ability stat)|strength]] (18) | ||
}} | }} | ||
− | '''Lizard men''' are cold-blooded humanoids | + | '''Lizard men''' are cold-blooded [[Humanoid|humanoids]] who make their home in the lush tropical regions of the New World, spanning from the Yucatan peninsula to the Parana basin. Towering at heights of 6 to 7 feet, their bodies are encased in tough, scaly hides reminiscent of crocodiles or lizards. Most dwell far inland, but many tribes occupy coastal areas and tiny secluded islands in the Caribbean archipelago. |
+ | [[File:Lizard Man.jpg|left|280px|thumb]] | ||
+ | __TOC__ | ||
+ | Renowned for their formidable prowess in combat, they rely on sheer strength and masterful skills in close-quarters fighting to dominate their foes. Their ambush tactics use the surrounding environment for strategic advantage when attacking vulnerable travellers or explorers — an occupation they pursue with vigour. Lizardfolk have a taste for the flesh of other humanoids and can live upon only meat for weeks at a time. There are many stories of humans being collected and held captive for months, readied for shamanistic ritual feasts involving multiple tribes that gather together. | ||
− | [[ | + | == History == |
− | + | Created as guardians of Olmec culture through the divine intervention of the god Xitlanacoatl, whose spirit combined the concepts of vitality and reptilian symbolism, the first lizardfolk came into existence about 2000 BC. Thereafter they served as guardians of the [[Human Race & Physiology|human]] culture that flourished in what is now present-day Mexico, particularly in the Gulf coast region. | |
− | + | As the lizardfolk increased in number they grew increasingly independent, migrating southward into the jungles of Central America, the Cordillera and the Amazon basin, where small, independent reptilian societies were founded. The original lizardfolk turned against their Olmec masters, contributing to the destruction of that culture; afterwards, many wars would be waged between the Mayans and the Aztecs against lizardfolk — who now contend to some degree against the newly arrived Europeans. | |
+ | |||
+ | == Behaviour == | ||
+ | Organised lizardfolk societies reach the level of city-states, each ruled by a council of shamans and warrior chiefs. Each city rules over a large, empty territory of jungle, savanna or deserted coastline, traditionally a hundred miles wide. This kept in a wilderness state by the lizardfolk themselves, who slaughter any who attempt to settle there — including factions from the city-state itself whose attempts to found new colonies are discouraged. The social structure is highly competitive and violent, with the inhabitants indulging in bloodsports and ritual sacrifice of the weak or of unwanted offspring. | ||
+ | |||
+ | Lizardfolk have an advanced understanding of agriculture, employing sophisticated irrigation systems to cultivate crops, and have developed a rudimentary but advanced understanding of engineering and craftsmanship. They construct massive stone temples and pyramids at the heart of their cities, using their adeptness with stonework to create awe-inspiring structures. The culture is rich in art, with intricate stone carvings and sculptures depicting their deities and legendary heroes. They possess a complex calendar system based on celestial events and maintain a pantheon of nature-focused gods, honoring the cycles of the sun, moon and rain. | ||
+ | |||
+ | == Organisation == | ||
+ | Commoner lizardfolk live in crude huts surrounding the central stone-built city, tending to fight with only their claws and fangs. The more elite combatants are trained in the [[Macuahuitl (weapon)|macuahuitl]], a vicious hacking weapon fashioned of wood and embedded obsidian stones; these cause 2-8 [[Damage (hit points)|damage]] when they [[Roll to Hit|hit]]. Shields aren't used. The elite wear leather armour in war or when participating in ritual combat, but never otherwise. | ||
+ | |||
+ | == Advantages == | ||
+ | '''18 strength:''' Due to their natural size and strength, lizardfolk receive a +1 bonus to hit opponents, with a +2 bonus to damage caused when using weapons in [[Melee|melee]]. | ||
See [[Bestiary]] | See [[Bestiary]] | ||
+ | |||
+ | [[Category: Reviewed]] |
Latest revision as of 21:03, 23 November 2023
Species | humanoid (reptiloid) |
No. Appearing | 2–20 |
Behaviour | clan |
Range | coral reef, intertidal, jungle, rainforest, savanna |
Size | 7 ft. tall |
Weight | 320 lbs. |
Intelligence | 7–8 |
Armour Class | 4 |
Hit Dice | 2+1 |
Action Points | 5 |
Max. Stride | 8 |
THAC0 | 20 |
Hp/Die | 2d4 |
Attack Forms | 3 or 2: two claws and fangs, or claw and weapon type |
Damage | 1–4/1–4 & 2–8 |
Special Attacks | strength (18) |
Lizard men are cold-blooded humanoids who make their home in the lush tropical regions of the New World, spanning from the Yucatan peninsula to the Parana basin. Towering at heights of 6 to 7 feet, their bodies are encased in tough, scaly hides reminiscent of crocodiles or lizards. Most dwell far inland, but many tribes occupy coastal areas and tiny secluded islands in the Caribbean archipelago.
Contents
Renowned for their formidable prowess in combat, they rely on sheer strength and masterful skills in close-quarters fighting to dominate their foes. Their ambush tactics use the surrounding environment for strategic advantage when attacking vulnerable travellers or explorers — an occupation they pursue with vigour. Lizardfolk have a taste for the flesh of other humanoids and can live upon only meat for weeks at a time. There are many stories of humans being collected and held captive for months, readied for shamanistic ritual feasts involving multiple tribes that gather together.
History
Created as guardians of Olmec culture through the divine intervention of the god Xitlanacoatl, whose spirit combined the concepts of vitality and reptilian symbolism, the first lizardfolk came into existence about 2000 BC. Thereafter they served as guardians of the human culture that flourished in what is now present-day Mexico, particularly in the Gulf coast region.
As the lizardfolk increased in number they grew increasingly independent, migrating southward into the jungles of Central America, the Cordillera and the Amazon basin, where small, independent reptilian societies were founded. The original lizardfolk turned against their Olmec masters, contributing to the destruction of that culture; afterwards, many wars would be waged between the Mayans and the Aztecs against lizardfolk — who now contend to some degree against the newly arrived Europeans.
Behaviour
Organised lizardfolk societies reach the level of city-states, each ruled by a council of shamans and warrior chiefs. Each city rules over a large, empty territory of jungle, savanna or deserted coastline, traditionally a hundred miles wide. This kept in a wilderness state by the lizardfolk themselves, who slaughter any who attempt to settle there — including factions from the city-state itself whose attempts to found new colonies are discouraged. The social structure is highly competitive and violent, with the inhabitants indulging in bloodsports and ritual sacrifice of the weak or of unwanted offspring.
Lizardfolk have an advanced understanding of agriculture, employing sophisticated irrigation systems to cultivate crops, and have developed a rudimentary but advanced understanding of engineering and craftsmanship. They construct massive stone temples and pyramids at the heart of their cities, using their adeptness with stonework to create awe-inspiring structures. The culture is rich in art, with intricate stone carvings and sculptures depicting their deities and legendary heroes. They possess a complex calendar system based on celestial events and maintain a pantheon of nature-focused gods, honoring the cycles of the sun, moon and rain.
Organisation
Commoner lizardfolk live in crude huts surrounding the central stone-built city, tending to fight with only their claws and fangs. The more elite combatants are trained in the macuahuitl, a vicious hacking weapon fashioned of wood and embedded obsidian stones; these cause 2-8 damage when they hit. Shields aren't used. The elite wear leather armour in war or when participating in ritual combat, but never otherwise.
Advantages
18 strength: Due to their natural size and strength, lizardfolk receive a +1 bonus to hit opponents, with a +2 bonus to damage caused when using weapons in melee.
See Bestiary