Lizardfolk

The stubborn dragon-like lizardfolk make their home in and around Isna and Fore-Etum within the Isnali Dunes. Well adapted to the heat, the lizardfolk thrive in the dry climate as the most common of the reptilian humanoid races with a wide array of body types, facial features and scale coloring. Though they are sometime subjected to the same treatment as the enslaved nagaji, most lizardfolk proudly hold a status as a free-scale, moving through cities in southern Fynn relatively unhindered, even becoming Koban merchants or students of the great Garanth universities. Many lizardfolk have followed their Gorgon kin into the Tanglevine which now boasts a large lizardfolk population, though rarely travel any farther north into the colder regions. Lizardfolk can be found performing any number of professions but their powerful build lends itself to mercenaries, rangers, hunters and warriors.

Creating a Lizardfolk

 * Ability Score Racial Traits: Flexible (+2 Str, +2 Con) (2 RP)
 * Type: Humanoid (reptilian) (0 RP)
 * Size: Medium (0 RP)
 * Base Speed: Normal (0 RP)
 * Languages: Xenophobic (0 RP) Lizardfolk start knowing their racial language only.

Defense Racial Traits

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

Movement Racial Traits

 * Swim: Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks (1 RP)

Offense Racial Traits

 * Natural Attacks: Bite 1 (RP) Lizardfolk gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
 * Natural Attacks: Claws 2 (RP) Lizardfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size (1d4 for Medium creatures.)