Homebrew Chult Lizardfolk Species Details

The Lizardfolk of Chult

The lizardfolk of Chult share common traits and characteristics with each other. They have adapted to the warm, humid climate, making them slightly different than their swamp- or forest- or desert-dwelling cousins. Most of the lizardfolk population of Chult resides in the Valley of Dread, where individual tribes form and dissolve based on factors as diverse as weather patterns, ecological shifts, leadership squabbles, or outside interference. The tribes of Chult have evolved along two parallel but highly distinct tracks. The tribes that became accepting of the civilization that grew up around them slowly learned the lessons of trade, science, law, and technology. Rather than fear the unknown, they accepted the unknown and grew because of it. Even as civilizations thrived and then receded in their territory, as is the natural flow of history, these tribes still maintained their more accepting and peaceful demeanors. Many of these tribes worship the peaceful lizardfolk deity Semuanya. The tribes that feared and hated the strange civilizations around them devolved into more brutal and chaotic versions of themselves. They rejected (and often killed and devoured) those who entered their territory looking to make peace and establish mutually beneficial pacts. These brutish lizardfolk turned toward the veneration of the dark and terrible powers of the Demon Lord Sess’innek. Over the centuries, the levels of advancement the civilized lizardfolk achieved in Chult rose and fell depending on those aforementioned factors. At times the tribes were disjointed and warring with each other, forcing them to only think about survival. At other points, such as when a strong leader united many of the peaceful tribes, the lizardfolk made strides in developing concepts like trade, agriculture, animal husbandry, and even scientific advances.

The Chult Tribes Now

Currently in Chult, the tribes are in a state of equilibrium. No single tribe is strong enough to dominate another, so each fends for itself and goes about the tasks of merely surviving. That is about to change, however, as a self-proclaimed Lizard King brings more and more tribes under his sway. His brutal nature is a threat not just to his own people, but to the more civilized races of Chult. Four main subspecies of lizardfolk exist in Chult’s Valley of Dread. The komodo lizardfolk are stout and sure warriors, placid and thoughtful until riled by their enemies into ferocity. The gecko lizardfolk are twitchy and highstrung, but display the agility and sure-footedness of their tiny lizard cousins. The chameleon lizardfolk, as cunning and deceptive as any Waterdhavian spy, often act as the agents and leaders of their respective tribes. The gila lizardfolk are the bloodthirsty subrace that failed to embrace civilization.

 

Ability Score Increase. Your Constitution score increases by 2.

Age. Chult lizardfolk are longer lived than those from other parts of Etheria. They mature quickly, reaching full maturity around age 12. Those who survive the wilds and die of old age can live a full century.

Alignment. Most Chult lizardfolk are neutral. They have lizard instincts that color their behaviors, often making the world seem to them a place of predators and prey. They wish to survive with their tribes in the harsh jungles of Chult, and they often have a survival-of-the fittest mentality towards life. Some tribes tend more toward goodness and nurturing, while others embrace the chaos and evil of the brutal wilderness.

Size. Lizardfolk are Medium creatures who tend to be slightly bulkier and taller than a typical human. Their builds, however, depend primarily on their subraces. Speed. Your base walking speed is 30 feet, and you have a swim speed of 30 feet.

Bite. Your toothy mouth is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.

Hold Breath. You can hold your breath for up to 15 minutes at a time.

Languages. You speak Common and Draconic. You can also write and read Draconic.

 

Chult Lizardfolk Traits

Your Chult lizardfolk character has a number of traits in common with all other lizardfolk from the wilds of Chult’s Valley of Dread.

Ability Score Increase.

Ability Score Increase. Your Constitution score increases by 2.

Bite

Your toothy mouth is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier

Age

Chult lizardfolk are longer lived than those from other parts of Etheria. They mature quickly, reaching full maturity around age 12. Those who survive the wilds and die of old age can live a full century

Alignment

Most Chult lizardfolk are neutral. They have lizard instincts that color their behaviors, often making the world seem to them a place of predators and prey. They wish to survive with their tribes in the harsh jungles of Chult, and they often have a survival-of-thefittest mentality towards life. Some tribes tend more toward goodness and nurturing, while others embrace the chaos and evil of the brutal wilderness.

Size

Lizardfolk are Medium creatures who tend to be slightly bulkier and taller than a typical human. Their builds, however, depend primarily on their subraces.

Speed

Your base walking speed is 30 feet, and you have a swim speed of 30 feet.

Hold Breath

You can hold your breath for up to 15 minutes at a time.

Languages

You speak Common and Draconic. You can also write and read Draconic.

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