By Alan McCoy from Dungeons & Dragons: Fundamentals

How to build challenging encounters against the Lizard Folk

Note: This has been prepared utilizing only the 5E Core Rules. The Lizardman can be found in the Monster Manual on pages 204 and 205.

Lizardfolk are primitive reptilian humanoids that make their homes in swamps and marshlands, they usually prefer tropical climates, but there are varieties that have adapted to cold marshes and swamps.

I am including the Shaman in this writing, because it would be highly unusual, read this as almost unthinkable to have a Lizardfolk Patrol out without a Shaman to guide them.

Note: Lizardfolk are a difficult species to write for because they have a culture that is significantly different than anything remotely Northern European, which is where most D&D games are set. In order to present a coherent and useful culture for them, I’m taking some liberties with the Lore presented in the Monster Manual. I hope that you enjoy!

The Dual Society

Lizardfolk are a single species who two remarkably different cultures.

The Northern, or cold climate Lizardfolk are typically smaller and duller in color. They live in tribal communities with a Chieftain and a Shaman that co-rule their society. They worship the Goddess Semuanya in a religion that places great importance on the phases of the moon.

The Southern, or warm climate Lizardfolk are usually Larger and bright green in color, they live in tribal communities with a Chieftain and a Shaman that direct their activities, but they are ruled by the Lizard King or Lizard Queen that controls the territory. They worship the God Sess’inek and their religion also places great emphasis on the phases of the moon.

The Primary differences between the faith is that those who follow Semuanya revere the full moon and detest the new moon, while those that follow Sess’inek revere the new moon and detest the full moon.

Both faiths have holy days that honor both the full and new moons, but their purpose is of course reversed.

Note: From this point on I’ll be primarily describing the faith of Semuanya and the Northern Lizardmen.

These faiths mirror one another to a great extent, I will make some notes where they differ.

The worship of Semuanya follows the cycle of the moon. Projects are begun, hunting happens and, the Lizardfolk are in a better mood as the Moon waxes ever larger in the night sky. This usually culminates in a communal meal and celebration on the night of the full moon. As the Moon wanes, the mood of the Lizardfolk becomes angrier and meaner. The night of the new moon is usually marked by a religious service, sacrifices are made, to include blood sacrifices in order to assist Semuanya in her battle with the ancient enemy Sess’inek.

These celebrations are marked by rites that involve dancing, music with special emphasis on drums, storytelling and of course great feasts. As Lizardfolk are omnivorous, almost anything or anyone can be on the menu, as humanoid flesh is considered a special treat.

Some tribes, both denominations, keep and shrink the heads of those they have consumed as a tool to assist their shaman in divination or as advisors. They also craft tools and ornamental jewelry from the remains of their kills.

Organization

Lizardfolk society is usually organized into tribal bands and are highly territorial, they are not completely isolationist however, and have been known to form alliances with creatures of other races that have been found useful to them. Trade goods they can’t get or make for themselves; or of significantly higher quality than they can make themselves.

Northern Lizardfolk society revolves around their leaders, which are normally their Chief and their Shaman. The worship of Semuanya is a very important and the Shaman and Chief will rarely make a permanent decision without consulting Semuanya. Note that while to civilized standards Lizardfolk society is amoral and primitive, they are quite sophisticated in their own way.

Not RAW – For the purposes of MY GAME: I have defined the roles of the followers of Semuanya by Gender, while male and female Lizardfolk can be warriors, only a male Lizardfolk can become Chief, in a similar fashion, only a female Lizardfolk can learn the mysteries and become a Shaman. In the faith of Sess’inek, both male and female Shaman’s are known, and a bands leadership can be in the hands of either gender. If there is a Lizardman King, most chiefs tend to be male, if there is a Queen, most are female.

Note: Intelligent enough and powerful enough to be good shock troops and good slaves, Lizardfolk are sometimes recruited/acquired as slaves by more powerful beings of intelligence. Dragons and Fiends come immediately to mind, but others are possible.

Possible Allies

While I usually let DMs think of their own combinations and allies for a creature, I find that the combination of Lizardfolk and Kobold, while not obvious, is very effective. Additionally, since they share a language, the highly dexterous, nimble Kobold is a potential ally or even a slave race to the Lizardfolk. Combine brute force with cleverness and dexterity and you have a potent combination. Also, they don’t eat much, and it’s hard to get enough of them to make a decent meal.

Step 1a) Let’s Review what we know about Lizardfolk Tribesman.

Lizardfolk have high strength, and above average constitution and wisdom. They have an average dexterity and are well below average in intelligence and charisma.Lizardfolk are equally comfortable walking and swimming and have a speed of 30 feet per round in either.Lizardfolk are skilled hunters with proficiency in Perception (+3), Stealth (+4) and Survival (+5)Lizardfolk have a passive perception of 13.Lizardfolk speak Draconic, indicating that at some point in time there was a relation to the Draconic.Lizardfolk can hold their breath for up to 15 minutes.

Step 1b) Let’s Review what we know about the Lizardfolk Shaman.

Shaman match their Tribesman counterparts physically, they are smarter, wiser and more charismatic.Shaman have proficiency with Perception (+4), Stealth (+4), and Survival (+6).Shaman are spellcasters and can Shape change

Step 2) Determine the probable Strategy.

Highly territorial, Lizardfolk aggressively patrol their home areas looking for intruders or simply hunting to keep the tribe fed.

They prefer to capture humanoid (intruders) prey. So that these can be sacrificed at one of religious holidays.

While Lizardfolk lack Darkvision, it should be remembered that in the environment favored by the Lizardfolk, a good sense of smell is far more important.

Envisioning a Lizardfolk patrol trudging through the swamp-scape, would be a fatal error, as it is far more likely that the patrol is swimming, not walking. Utilizing their stealth skill to surface from time to time to peek at the surface surroundings.

NOT RAW: If there is a Shaman in the Tribe, and especially if the Shaman is with the Patrol, it is likely that the tribesmen have been equipped with poison darts and blowguns.

Whenever possible, the Lizardfolk will remain at least partially submerged, to take advantage of Half-Cover (+2 Bonus to AC and Dexterity Saving throws)

Step 3) Determine Tactics

Assume that the Lizardfolk have discovered an enemy in their territory, they are stupid, but especially if they have a Shaman with them, they will be restrained from acting immediately.

A Quick FYI – Check the notes below for weaponry changes, their weapons make very little sense for amphibious race.

Swimming to a place within range of the group, submerged, (30 feet), they will stand, cast a javelin, then swim away before the party can respond.

Shaman have skills in stealth to remain unseen, and to observe and follow a target, they do not have to attack immediately.

If the party attempts to follow the party into the water, they will be on difficult terrain.

Because the Lizardman Multi-attack requires the use of different weapons, javelin and spiked bracelet will do nicely.

If you are allowing the Blowgun and Greenspit, this kind of hit and run tactic will be especially effective.

If the lizardmen see an especially effective target, they will have at least two of their number grab them (grapple and helper) and drag them under the water. If they have nets to restrain their target, so much the better.

The only time I see a Lizardfolk using its bite as a weapon, is if its hands are occupied perhaps holding someone under water.

Shaman Tactics:

Standard Spells: Druidcraft, Produce Flame, Thorn Whip :: Entangle, Fog Cloud :: Heat Metal, Spike Growth :: Conjure Animals (Reptiles only), Plant Growth.

One of the reasons I encourage you to pick your own spells in step 4 of this work…. We’ll work with what’s published:

Shapeshift into a crocodile: This is just an escape spell, if the Shaman decides that all is lost and it needs to summon the tribe, it will change form and swim away at best possible speed.

In a major encounter, the Conjure Animals ability enables the Shaman to summon one group of the following per spell: One swarm of poisonous snakes, Four crocodiles, Eight constrictor snakes, Eight giant lizards or Eight giant poisonous snakes. Summoning more critters is usually better unless you’ve got something specific in mind.

Thorn whip is great for any enemy spellcasters it happens to see.

Step 4) DM Tips and Observations

When at least partially submerged in water or similar liquids, the Lizardman is resistant to fire damage.

Instead of sticking to a specific spell set, the shaman is essentially a reskinned level 5 Druid. Feel free to change the spells prepared as you see fit.

Quite frankly, the weapon set chosen for the Lizardfolk to use is completely wrong for the fighting environment in which they operate. A Shield is a great thing to have, unless you want to swim with it. A Great club: good weapon out of the water, lousy in it.

Instead: Let’s just increase their AC by two and dump the shield. Let’s arm them with Javelin (lots of them actually), blowgun with poison darts, and spiked bracers. The spiked bracelet is essentially a reskin of the damage allowed by the spiked shield, but without the defense capability. The defense we just absorbed that into the creature.

Allow equipment caches that will enable the Lizardfolk to replace lost weaponry.

GREENSPIT: If hit by a weapon coated with Greenspit, the character must make a DC 10 Constitution Save or they will lose 1d4 points of Dexterity and be Poisoned for One Hour. If a Character’s total dexterity reaches Zero, they are incapacitated and unable to move under their own power.

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LIZARDFOLK EXPANDED

by Tanner Johnston

“This module adds variety and depth to the lizardfolk found within the 5e Monster Manual. With 15 new creatures to utilise; including the deadly primal lizardfolk, lizardfolk combat techniques and traps, and new lizardfolk mounts. This module brings lizardfolk out of the realm of one-off enemies and into the possibilities of being a fully pledged opposing force in a campaign”

THE BIG BOOK OF LIZARDFOLKS

by Christopher Dornan

“A detailed glossary of all things lizardfolk. Contained within are 22 new threats for a DM to menace unsuspecting adventurers with, and a new race, the Poison Dusk lizardfolk, for the PCs complete with 2 subraces. Complete with a Table of Contents, and bookmarked”

SERPENT KINGDOMS (3.5)

by Wizard of the Coast

“Chilling fireside tales describe the fell plans and foul actions of the horrors known as the Scaled Ones: lizardfolk, nagas, yuan-ti, and their sinister creator race, the sarrukh. Infinitely patient and ruthless, the insidious serpentfolk seek to enslave all of Faerûn’s other races to breed them like cattle. For those bold enough to peer within, Serpent Kingdoms offers an unsettlingly detailed look at the malevolent serpentfolk and lizard races of the Forgotten Realms game setting. ”