Homebrew Daervak Species Details
After the death of Semuanya, the Lizardfolk split into two races, the original Lizardfok, now known as the Seyume, and the draconic servitors, known as the Daervak. These two peoples do not like each other, as the Seyume believe Semuanya will return to guide them in the future, while the Daervak believe the dragons will guide the world into a new age.
The Second Dragon-Giant War led to much destruction in the world, and wars between humanoid races, as well as contention in many settlements of all humanoid people. Most people tried to stay neutral, only attacking whomever got in their way at any specific moment. The Daervak Lizardfolk, Hearthdrak Dragonborn, and Kobolds were the humanoid races that allied with the dragons, and they attacked anyone who sided with giants.
The Daervak eventually interbred with Bronze Dragons, giving them some features from their metallic-draconic heritage. They now can shape-change like their Bronze Dragon ancestors, breath underwater, and have powerful slashing claws.
Daervak Traits
As a lizard-person descended from bronze dragons, you gain the following:Ability Score Increase
Your Strength score increases by 2, and your Wisdom score increases by 1.
Age
Lizardfolk reach maturity around age 50 and rarely live longer than 480 years.
Alignment
Most daervak are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They often leave other creatures to their devices, but are territorial, and will attack other or spy on others if they feel that their land is being encroached on.
Size
Daervak are a little bulkier and taller than humans, and their shiny green frills make them appear even larger. Your size is Medium.
Speed
You have a walking and swimming speed of 30 feet.
Natural Weapons
Your fanged maw and slashing claws are natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage for the bite or slashing for the claws equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Amphibious
You can breathe air and water.
Natural Armor
You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Shapechanger
As an action, you may magically polymorph into a humanoid that is Medium or Small. You revert to your true form if you die or lose concentration (as if concentrating on a spell). You are still wearing the same equipment, if it would fit. In this new form, you retain your statistics, other than your size, and the form lasts until you use an action to change to a new form or to your original form.
Languages
You can speak, read, and write Common and Draconic.
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