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The Slayer's Guide to Lizardfolk
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The
Slayer’s Guide
To
Lizardfolk
Andrew Kenrick
Contents
Credits
Introduction 2
Lizardfolk Physiology 4
Habitat 7
Editor
Ian Belcher
Cover Art
Anne Stokes
Lizardfolk Society 8
Interior Illustrations
Vitor Ishimura, Tomasz Jedruszek
Methods of Warfare 13
Roleplaying with Lizardfolk 16
Scenario Hooks and Ideas 23
The Boneyard 24
Lizardfolk Reference List 29
License 32
Studio Manager
Ian Barstow
Production Manager
Alexander Fennell
Proof-Reading
Alyson Miller
Additional Text
Steve Mulhern
Open Game Content & Copyright Information
The Slayer's Guide to Lizardfolk ©2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open
Game Content of this work by any means without the written permission of the publisher is expressly forbidden.
The Slayer's Guide to Lizardfolk is presented under the Open Game and D20 Licences. See page 32 for the text
of the Open Game Licence. All text paragraphs and tables containing game mechanics and statistics derivative of
Open Game Content and the System Reference Document are considered to be Open Game Content. All other
significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All
rights reserved. If you have questions about the Open Game Content status of any material herein, please contact
Mongoose Publishing for clarification. ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the
Coast, Inc. and are used according to the terms of the d20 System Licence version 6.0. A copy of this Licence
can be found at www.wizards.com/d20. The mention of or reference to any company or product in these pages is
not a challenge to the trademark or copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are
trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission.
Printed in China.
Mongoose Publishing
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info@mongoosepublishing.com
Visit the Mongoose Publishing website at www.mongoosepublishing.com for regular updates.
For answers to any of your rules queries contact rulesmasters@mongoosepublishing.com
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INTRODUCTION
Introduction
This outlook just has to be wrong. An entire race does
not just suddenly materialise in the campaign world
and very few exist solely to wage war. What are they
doing when the adventurers are not around?
T he most blasphemous of scholars would place
the creation of the world not in the hands of
the gods, but in the hands of nature herself.
In such a creation myth it was not the elves or the
dragons who came first, but the reptiles – the dinosaurs,
the crocodiles, the lizards and the lizardfolk. Of
course, such a myth has little basis in truth, but it is
an interesting aside. There is no doubt that the race
of creatures known as lizardfolk, or lizardmen, is an
ancient one indeed. Often overlooked because of their
savagery and animalistic tendencies, the lizardfolk are
as much a part of the history of the world as men,
dwarves and elves.
Lizardfolk:
Ferocious Reptilian
Tribesmen
Each Slayer’s Guide features a single race, in this case
the lizardfolk. Herein you will find information on
lizardfolk physiology, habitat and society, giving you a
fundamental understanding of how this race exists and
interacts with the rest of the world. Players can learn
the sort of combat tactics the lizardfolk are likely to
employ against them and Games Masters are presented
with guidelines on how to introduce this race into their
existing campaigns. Finally, a complete lair is featured
to be used as an extended encounter, the basis for a
complete set of scenarios, or simply as an example of
what lizardfolk are capable of.
Lizardfolk appear much as a crocodile would if it were
crossed with a man – scale covered humanoids, six
or seven feet in height, with clawed hands and feet,
powerful jaws filled with teeth and long, muscular
tails capable of propelling them through water as they
swim or through the air as they jumps. Lizardfolk are
a primitive people, banded into small extended family
groups known as tribes. To lizardfolk the survival and
propagation of their tribe is everything, and all are
prepared to give their lives to ensure this.
After reading the Slayer’s Guide to Lizardfolk , you may
never view this race in quite the same way again.
As a reptilian race, lizardfolk prefer to live in swamps
and marshes throughout the warmer parts of the world.
They often build settlements of dome-like mud huts
deep within swamps, hidden away and guarded against
outsiders who would harm the tribe. Lizardfolk are
unpredictable within their habitat – sometimes dealing
peacefully with outsiders, sometimes attacking them
ferociously. Players travelling through swampland
should be vigilant – their passing will almost certainly
be known to the near-invisible lizardfolk sentries, but
adventurers may never realise that they are being
watched. If provoked into a fight, lizardfolk are a
very dangerous people indeed.
The Slayer’s Guides
This series of supplements, designed for use in all
fantasy-based d20 games systems, takes an exhaustive
look at specific monster races, detailing their beliefs,
societies and methods of warfare. Typically, these
will be the races all but ignored by Games Masters
and players alike, who view them as little better than
cannon fodder.
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INTRODUCTION
I lay there in the undergrowth hoping, praying that they had not seen my comrade or I. We had hidden in the tall
grasses and dank waters since escaping the attack on the caravan two days ago. We had escaped with our lives and
survived these two days through sheer luck, but would not be so fortunate again. Yet we could stay here no more.
We had to place our lives in the hands of luck again.
The merchants had been wary of travelling this way but the swamp road cut the journey in half. They’d simply grown
too greedy, and although there had always been talk of tribes of primitive creatures living out here, travellers rarely
saw any sign of them. Traditionally it was the marshes themselves that were the greatest hazard. As a precaution,
the merchants had hired the wild-man, Bourss, as a scout to evade the worst that nature could throw at us, and myself
and four other guards to defend against that which we could not evade.
They had planned for us to be in the swamp two days at most. On the first day we made good progress, but with
nightfall came rain that did not let up until well into the following afternoon. The road slowly became a mire and
in places it was impossible to tell where the road ended and the swamp began. It was difficult making headway and
we faced the prospect of a second night under canvas with little relish. As we tried to make camp for the night on a
patch of raised ground barely large enough for the three caravans, let alone the horses, we became aware of being
watched. We doubled the watches but saw no more.
With the morning light came the promise of a dry day and the end of the swamp. As we broke camp Bourss whispered
that we were being watched again but could do nothing. As the sun emerged for the first time in two days, our spirits
lifted and our minds wandered. As if the treacherous sun was a cue for an ambush, nightmarish lizardmen– a good
head taller than any of us and covered from head to foot in thick brown scales – attacked from out of nowhere, falling
upon us with wicked claws and crude hatchets. We fought as best we could, but we were weary. As my companions
were cut down I turned and fled along the road the way we had come. I ran until I could run no more and then slipped
– or rather was pulled – into the swamp. Before I could shout, a rough hand covered my mouth and Bourss motioned
for me to be still. There we hid until the sounds of combat ended and the screams of the injured were silenced. Then
we waited. The sun dipped lower in the sky and we saw and heard no more of the lizardfolk. Yet we remained where
we were, wary of drawing attention to ourselves. The next day came and went, but we saw no sign of our attackers.
We hid amongst the reeds at the edge of the water, wincing whenever we heard movement.
This morning we could wait no more. We had to try to escape from this place before we were bled dry by the insects
and leeches feeding from our tired bodies. We had reached as far as the ambush site and could see that the caravans
remained there still. One had been overturned but the other two appeared untouched. There were no bodies, not even
those of the horses, and I shuddered to think what had befallen them. Then there was movement and three lizardmen
slipped out of the grass and over to the closest of the caravans, examining it with great care.
I lay there in the undergrowth hoping, praying, that they had not seen my comrade or I. I was not so lucky this time.
One of them smelled or spotted me and was on top of me in an instant. Bourss had a crossbow readied and fired at
them as they came, but the bolts bounced off their thick hides. I leapt to my feet and tried to draw my sword but it
was too late. I closed my eyes and waited for the feel of its claws around into my throat. It never came.
I opened my eyes and the three lizards were standing in front of us, their arms behind their backs and their wicked
claws hidden from sight. The one closest to us cocked his head slightly and opened his mouth. I could not move my
gaze from his hungry looking eyes as he spoke in broken Common.
‘We not want to fight, you, hooman .’ It smiled and I almost fainted – its teeth were as long as my fingers. ‘We want
to trade with you.’
The other two lizardfolk nodded enthusiastically in agreement and looked at me expectantly. I was about to open my
mouth and point out that the lizardfolk had eaten the traders two days previously, when Bourss spoke up instead.
‘Greetings mighty lizards! We humble merchants are at your service.’ He sketched a bow to them and glanced askance
at me. ‘Would you be back on their menu?’
Perhaps our luck had held out after all.
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