Language Analog: Lizardfolk speak dialects of the monster language Draconic, which has no real-world analog.
Inspiration: Traditional lizardfolk from the various editions of D&D.
Lizardfolk, in BD&D, are just a monster. I had not considered their overall place in the world when I made them the inhabitants of the Temple of Akhnaphar. Their presentation in that adventure is "explained" here.
They are presented as a playable race in 5th edition in Volo's Guide to Monsters. As lizardfolk are rare, lizardfolk player characters are very rare.-----
Tainted Counterpart: Troglodytes
Temperamental Association: By dominant scale coloration.
As a general rule, humans like to stereotype and are often unoriginal when they do. Since lizardfolk demonstrate a variety of colors, and since they speak a Draconic language, they are treated as dragons when it comes to temperamental association. All lizardfolk of the same community tend to share the same coloration.
- White or cream (white) - Altruist
- Yellow or brown (gold) - Materialist
- Green or drab/olive (green) - Dynamist
- Blue or aqua/teal (blue) - Idealist
- Red or orange (red) - Vitalist
- Black or grey (black) - Nihilist
For the sake of starting Alignment Points, lizardfolk gain 2 AP for the listed Temperament at character creation.
Names (Any Gender): See naming conventions in Volo's Guide to Monsters.
The official history states that lizardfolk communities "spontaneously" showed up in Monvesia some time after the arrival of the goliaths. One such community, discovered on the border of the Honderreich and Dvergheim, was found to follow the ancient human Cult of Perseverance--originally practiced by humans during their exodus, and discarded not long after arriving in Monvesia.
This northern community also venerated the Akhnaphar, a term they learned from local goblinoids. The Akhnaphar was treated as a prophecy among these lizardfolk.This suggests a more specific history for this people: that lizardfolk came to Monvesia with humanity. The recent arrival of vanara explorers from the Forest of Vines supports this. Vanara history claims that lizardfolk arenative to (and still live in) the same region; furthermore, a severe reduction in the lizardolk population allowed for the rise of the vanara race.
Therefore, lizardfolk are native the Forest of Vines, where they were encountered during the human exodus. In their native land, they were a primitive people, feeding off local vegitation and wildlife (with a particular taste for simian meat). The humans learned to communicate with them, and [somehow] persuaded them to serve as guides through the jungle and Sea of Sand beyond.
A second factor of the reduction on the lizardfolk population in their homeland is the Taint, which transformed a large portion of the race into troglodytes ... who no longer had a taste for monkey meat, but lizard. Troglodyes allowed the Taint to linger in the jungle, leading to the initial awakening of the vanara.Officially (like the historic standpoint on halflings), lizardfolk do not exist. Those that did not remain in the Forest of Vines died as a result of the harsh conditions in the Sea of Sand. In reality, a good number survived--but were abandoned by humanity when the more civilized rakasta and elves were encountered in Monvesia.
The lizardfolk that made it to Monvesia scattered into small communities throughout the continent. They retain some of the human culture they assimilated during the exodus, but have otherwise returned to their own ways as best they can in such a different climate.
Before human contact, the lizardfolk religious tradition centered around the veneration of local dragons as guardian spirits. The vestiges of that religion remain in that lizardfolk are the only race to demonstrate draconic ancestry sorcery. This affinity toward dragons can even be seen in that a community of lizardfolk was entrusted with one third of a map that would lead to the Zwiehaender of Oerloeg.
- Giant Monitor [base form]
- Giant Water Tegu [base form + hold breath]
- Giant Gecko [base form + spider climb]
- Giant Aquatic Gecko [base form + hold breath + spider climb]
- Giant Draco [base form +]
- Glide. The lizard has a fly speed of 60 ft., though it cannot take off from the ground and descends 10 ft. for every 60 ft. traveled.
- Flyby. The lizard does not provoke opportunity attacks when it flies out of an enemy's reach.
- Giant Chameleon [base form +]
- Grappling Bite. The target is grappled on a successful bite (escape DC 11). Until this grapple ends, the target is restrained, and the lizard can't bite another target.
- Land Camouflage. The lizard has advantage on Dexterity (Stealth) checks while on land.
- Charge. If the lizard moves at least 20 feet straight toward a target then hits it with a ram on the same turn, the target takes an extra 5 (2d4) budgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
- Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.Hit: 8 (2d4 + 3) bludgeoning damage
- Giant Tuatara [base form +]
- Darkvision. The lizard adds darkvision 30 ft. to its Senses.
- Multiattack. The lizard makes two attacks: one with its bite and one with its claws.
- Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.Hit: 4 (1d6 + 1) slashing damage.
The multiple variants of giant lizard are based on the entry in the Rules Cyclopedia, expanding options as per the Monster Manual. The Giant Aquatic Gecko is pure speculation, as I cannot otherwise find a real-world equivalent of a lizard with both "hold breath" (semi-aquatic lizards) and "spider climb" (geckos).