Lizardfolk

Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright.

Most lizardfolk stand 6 to 7 feet tall and weigh 200 to 250 pounds, their powerful muscles covered in scales of gray, green, or brown. Some breeds have short dorsal spikes or brightly colored frills, and all swim well by moving with flicks of their powerful 4-foot-long tails. While completely at home in the water, they breathe air and return to their clustered mound-dwellings to breed and sleep. As their reptilian blood makes them sluggish in the cold, most lizardfolk hunt and work during the day and retreat to their homes at night to curl up with other tribesmen in the shared warmth of large peat fires.

Though generally neutral, lizardfolks’ standoffish demeanor, staunch rejection of civilization’s “gifts,” and legendary ferocity in battle cause them to be viewed negatively by most humanoids. These traits stem from good reasons, however, as their own slow rate of reproduction is no match for warm-blooded humanoids, and those tribes who don’t defend their wetland territories to the last breath quickly find themselves overwhelmed by the mammalian hordes. As for their tendency to consume the bodies of dead friends and enemies alike, the practical lizardfolk are quick to point out that life is hard in the swamp, and nothing should go to waste.

The lizardfolk presented here dwell in a swampy environment. Lizardfolk tribes can exist in other environments as well, but they lose their swim speed and instead gain a climb speed of 15 feet.

+2 Strength, +2 Constitution – Lizardfolk are strong and resilient, as they have to be to survive in their swampy homelands.
Type: Humanoid (reptilian)
Size: Medium
Base Speed: Normal
Languages: Xenophobic – Lizardfolk start knowing their racial language only.

Natural Armor: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.

Swim: Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks

Hold Breath (1 RP): Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Natural Attacks: Bite Lizardfolk gain a natural bite attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Natural Attacks: Claws Lizardfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size (1d4 for Medium creatures.)

Lizardfolk, Reds -


These Lizardfolk are native to the Red Marshes and while they live in an environment similiar to normal Lizardfolk, they have adapted in a much different way. While the normal lizardfolk make the swampy murk their home, The Reds seek to rise above it. They prefer to lair on dry ground and can easily clamber up trees for shelter. They also have tails which are much longer and thinner, all the more useful for tripping up their opponents.

+2 Strength, +2 Wisdom, -2 Constitution – Reds value the tribes wisdom and are strong like their brothers, but they are underwhelming when it comes to toughness.
Type: Humanoid (reptilian)
Size: Medium
Base Speed: Normal
Languages: Xenophobic – Lizardfolk start knowing their racial language only.

Natural Armor: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.

Climb: Lizardfolk have a climb speed of 15 feet and thus gain a +8 racial bonus on Climb checks.

Natural Attacks: Bite Lizardfolk gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Slapping Tail: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the user’s Strength modifier.

Tripping Tail: When a member of this race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity.

Lizardfolk, Poison Dusk


These small lizards are less physically imposing than their kindred, but have to make up for it with underhanded tactics and stealth. Typically found in forests farther away from the swampy domain of their origins, these Lizardfolk have adapted to avoid predators with their smaller size.

+2 Dexterity, +2 Charisma, -2 Constitution – Poison Dusks are very agile and persuasive if caught. Their small size makes it hard to be as sturdy as their larger relatives.

Type: Humanoid (reptilian)
Size: Small – Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Base Speed: 20 feet.
Languages: Xenophobic – Lizardfolk start knowing their racial language only.

Natural Armor: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.

Climb: Lizardfolk have a climb speed of 15 feet and thus gain a +8 racial bonus on Climb checks.

Camouflage: Poison Dusk gain +4 bonus to stealth checks when making them in the forests of their homeland.

Stalker: Perception and Stealth are always class skills for members of this race.

Poison Use: Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.

Toxic: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. Weakening Venom: Injury; save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Natural Attacks: Bite Lizardfolk gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

Lizardfolk, Dunestrider


Far away from the swamps there are lizardfolk who choose a far different extreme to inhabit. These reptile men have settled in the stifling heat of the desert and over the years their own adaptations have made this uninhabitable wasteland bearable. Their scales keep out the blinding sand and they burrow into the dirt to avoid the intense heat.

+2 Strength, +2 Constitution – Lizardfolk are strong and resilient, as they have to be to survive in their desolate homelands.

Type: Humanoid (reptilian)
Size: Medium
Base Speed: Normal
Languages: Xenophobic – Lizardfolk start knowing their racial language only.

Natural Armor: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.

Burrow: Members of this race gain a burrow speed of 20 feet. Their claws are adapted to burrowing through silt and sand, as such they cannot be used as weapons.

Desert Runnert: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Desert Resistance: Dunestriders have an innate resistance to the heat of the desert. They gain 5 Fire Resistance as a result of their ability to ignore intense heat.

Natural Attacks: Bite – Lizardfolk gain a natural bite attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Kobolds


Kobolds are weak, craven, and seethe with a festering resentment for the rest of the world, especially members of races that seem stronger, smarter, or superior to them in any way. While they are not true lizardfolk, they do share many similiarities with the big reptiles. They proudly claim kinship to dragons, but beneath all the bluster, the comparison to their glorious cousins leaves kobolds with a profound sense of inadequacy. Though they are hardworking, clever, and blessed with a natural talent for mechanical devices and mining, they spend their days nursing grudges and hatreds instead of celebrating their own gifts. Kobold tactics specialize in traps and ambushes, but kobolds enjoy anything that allows them to harm others without putting themselves at risk. Often, they seek to capture rather than to kill, taking out their frustrations on the helpless victims they drag back to their claustrophobic lairs.

Physical Description: Kobolds are small, bipedal reptilian humanoids. Most stand around 3 feet tall and weigh about 35 pounds. They have powerful jaws for creatures of their size and noticeable claws on their hands and feet. Often kobolds’ faces are curiously devoid of expression, as they favor showing their emotions by simply swishing their tails. Kobolds’ thick hides vary in color, and most have scales that match the hue of one of the varieties of chromatic dragons, with red scales being predominant. A few kobolds, however, have more exotic colors such as orange or yellow, which in some tribes raises or lowers an individual’s status in the eyes of his fellows.

Society: Kobolds thrive in cramped quarters far from the light of the sun. Most live in vast warrens deep beneath the earth, but a few instead prefer to make their homes beneath tangles of overgrown trees and brush. Saving their malice for other races, most kobolds get along well with their own kind. While squabbles and feuds do occur, the elders who rule kobold communities tend to settle such conflicts swiftly. Kobolds delight in taking slaves, relishing the chance to torment and humiliate them. They are also cowardly and practical, and often end up bowing to more powerful beings. If these creatures are of another humanoid race, kobolds often scheme to free themselves from subjugation as soon as possible. If the overlord is a powerful draconic or monstrous creature, however, kobolds see no shame in submission, and often shower adoration on their new leader. This is especially true if the kobolds serve a true dragon, who they tend to worship outright.

Relations: Kobolds often seethe with hatred and jealousy, but their innate caution ensures that they only act on these impulses when they have the upper hand. If unable to safely indulge their urge to physically harm and degrade members of other races, they resort to careful insults and “practical jokes” instead.

They consider both dwarves and elves to be deadly rivals. Kobolds fear the brute power of half-orcs and resent humans for the dominant status that race enjoys. They believe half-elves blend the best qualities of both parent races, which strikes kobolds as fundamentally unfair. Kobolds believe halflings, small in stature, make wonderful slaves and targets for kobold rage and practical jokes. When the gnomes first arrived in the mortal realm, kobolds saw them as perfect victims. This sparked waves of retaliation and reprisal that have echoed on down through the centuries and earned the kobolds’ permanent enmity.

Alignment and Religion: Kobolds readily knuckle under to superior force but rarely stop scheming to gain an edge over their oppressors. Most kobolds are lawful evil, though some, more concerned with procedure than their own personal advantage, become lawful neutral instead. In addition to these deities, kobolds, supremely opportunistic, also sometimes worship nearby monsters as a way of placating them or earning their favor.

Adventurers: Kobolds rarely leave their cozy warrens by their own choice. Most of those who set out on adventures are the last of their tribe, and such individuals often settle down again as soon as they find another kobold community willing to take them in. Kobolds who cannot rein in, or at least conceal, their spiteful and malicious natures have great difficulty surviving in the larger world.

Male Names: Draahzin, Eadoo, Ipmeerk, Jamada, Kib, Makroo, Olp, Yraalik, Zornesk.

Female Names: Adriaak, Harkail, Neeral, Ozula, Poro, Saassraa, Tarka.

Kobold Racial Traits
+2 Dexterity, –4 Strength, –2 Constitution: Kobolds are fast but weak.

Reptilian: Kobolds are humanoids with the reptilian subtype.

Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Kobolds have a base speed of 30 feet.

Darkvision: Kobolds can see in the dark up to 60 feet.

Armor: Kobolds have a +1 natural armor bonus.

Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.

Weakness: Light sensitivity.

Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon.

Lizardfolk

Brave Frontiers The_Spiritborn