Lizardfolk, Variant (3.5e Race)

From D&D Wiki

Jump to: navigation, search


A lizardfolk. It seems there was a disagreement.

The lizardfolk presented in the Monster Manual is intensely unsatisfying. This is a lizardfolk variant that makes lizardfolk [anything] a viable character to play. It's a fantasy game, if you want to play a lizard you should be able to play a damn lizard.


The Lizardfolk are as varied in their personality as humans. Why do you want to stereotype them? Are you racist or something?

Physical Description[edit]

Lizardfolk exhibit a wide range of height, weight, and physical power, depending on the circumstances of their birth and their desired station in life. They tend between four and seven feet tall, and are generally between 150 and 250 pounds. Their most common scale colors are green, brown, and blue.


The Lizardfolk and the sahuagin, when they meet, tend to not get along. The sahuagin rule the seas, and the Lizardfolk prefer to stick to marshy swamps near the coastlines. However, Lizardfolk are capable of living underwater and some do; when they do they come into constant strife with the territorial sahuagin empires.

Their relations with other races depend on the specific tribes and your campaign, as lizardfolk don't tend to any alignment.


Lizardfolk stick to marshy swampland, usually found near coastlines. However, they often migrate more inland as long as there are marshes and swamps for them to inhabit, and also outwards towards the ocean as they are capable of surviving underwater. They hunt best on land, however. More intellectual lizardfolk can be found in various cities throughout the world.


Lizardfolk religion are as varied as the lizardfolk tribes. This one depends on your campaign and what gods and tribes you have.


Lizardfolk speak Draconic. They also tend to speak the common trade language of the world, Common.


Lizardfolk names always have a lot of Ls, Ns, Rs, As, and Ys. Their first name tends to be one distinct word, but their last names tend to be multiple words, separated with apostrophes. Examples include "Lar Narya" and "Lyna Lyr'Yan'Nya".

Racial Traits[edit]

  • Stat Adjustments: Most Lizardfolk have +2 Strength, +2 Constitution, –2 Intelligence
  • Medium-sized.
  • Lizardfolk base land speed is 30 feet.
  • Natural Weapons: Lizardfolk have two claws and one bite. The claws deal 1d4 damage each, and the bite 1d4. The claws are its primary natural weapons.
  • Lizardfolk also has Darkvision out to 30 feet. this is due excessive survival in the dark waters of the swamp and the depths of the sea.
  • Monstrous (Ex): Lizardfolk are one part monstrous in addition to being humanoid, and can qualify for Monstrous and Fiend feats.
  • Scent (Ex).
  • Lizardfolk have a +2 racial bonus on Balance, Jump, and Swim checks
  • +2 natural armor bonus
  • Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc
  • Favored Class: Fighter.

Vital Statistics[edit]

Table: Lizardfolk Random Starting Ages
Adulthood Simple Moderate Complex
10 years +1d3 +1d6 +1d10
Table: Lizardfolk Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
30 years 50 years 65 years +2d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Note: Some Lizardfolk survive much longer than their maximum age. This is usually due to some sort of magic or class feature.

Table: Lizardfolk Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' +3d10 150 lb. × (2d6) lb.
Female 4' 2" +2d10 130 lb. × (2d6) lb.

Back to Main Page3.5e HomebrewRaces

Home of user-generated,
homebrew pages!

admin area
Terms and Conditions for Non-Human Visitors