Gnoll and Lizardman
@Gnoll are large, hyena-headed humanoids who walk upright. They are taller and more muscular than @Goblin , typically standing between 6 and 7 feet tall, and their entire bodies are covered in coarse, spotted or striped fur. Their heads are canine, with long snouts and pointed ears. They are known for their strong jaws and a distinctive, chilling laugh that can be heard when they are on the prowl or triumphant in battle. While their physical appearance is generally consistent, their fur color and markings can vary.
Known World @Gnoll : These are the most common variety, often with fur that is a light brown, tan, or gray color with darker spots, allowing them to blend into rocky and plains environments.
Northern @Gnoll : Found in colder regions, these @Gnoll have thicker, shaggier coats that can be white or light gray to match their snowy surroundings.
Jungle @Gnoll : Residing in tropical environments, these @Gnoll may have darker fur with stripes instead of spots, providing them with camouflage in dense forests.
Naming Conventions
@Gnoll names are harsh and guttural, often consisting of one or two syllables. Unlike other races, they tend to have names that sound like a growl or a snarl. Names are not typically given at birth but are earned through acts of violence, cunning, or prowess in combat. For example, a young @Gnoll might be called Snarl until they prove themselves in a raid, after which they might be given a more intimidating name like Rakkus. This practice reinforces their culture's emphasis on strength and dominance.
History
Like other beastmen, @Gnoll are believed to be the reincarnated souls of ancient human and demihuman wrongdoers who were sent back to the world to atone for their wicked deeds. This shared origin with goblins, orcs, and hobgoblins often leads to their living in close proximity or, more often, in conflict with one another. @Gnoll were once a nomadic people, but many have settled in fortified territories, such as the Broken Lands, where they form large, marauding tribes. They are known for their fierce independence and their unwillingness to serve other races.
Culture and Religion
@Gnoll society is brutal and matriarchal, with the strongest and most cunning female leading the tribe. They are a nomadic and predatory people, preferring to raid and pillage rather than cultivate or build. They often lead other beastmen, such as goblins and orcs, into battle, but they will just as quickly turn on them if it suits their needs. @Gnoll revere powerful beings, often former warlords and conquerors, who achieved godhood. Their shamans communicate with spirits and other dark forces, using this power for the good of the tribe.
@Lizardman
Hit Dice. Player character @Lizardman receive hit dice by class. Alignment. @Lizardman tend toward true neutral alignment. PC lizard men may be of any alignment. Natural Armor Class. 5. Background. Lizard men are the natural rulers of the swamps they inhabit. These savage, semi-aquatic, reptilian humanoids live through scavenging and raiding. The less hostile tribes tend to be fishers and gatherers, though there seem to be more of the violent, war-loving tribes scattered across the land. @Lizardman grow to heights between six and seven feet tall. The average weight of these humanoids is between 200 and 250 pounds. Their coloration ranges from dark green to gray to brown, and scales cover most of their bodies. @Lizardman have three- to four-foot long tails, which are not prehensile. Only those very familiar with the race can tell the difference between males and females. They wear only the simplest of ornamentation — strings of bone and other barbaric items. @Lizardman usually dwell in marshes and swamps. They live underwater in air-filled caves, emerging to hunt, forage, and raid nearby communities — including other @Lizardman camps. Most tribes have about 150 members, including females and hatchling. The tribes sometimes form loose alliances against common enemies, though these last only as long as the threat is obvious. These omnivorous humanoids eat almost anything. The foulest, most savage tribes crave human flesh. Tales of these savage @Lizardman ambushing humans abound, for they seek both living and dead flesh to feast upon. A small number of lizard man tribes have 40 • Chapter Two evolved to a higher level of civilization, and it is from these tribes that PC @Lizardman are assumed to come. These @Lizardman live in crude huts, make and use shields, and have discovered the benefits of ranged weapons. They make and use barbed darts and javelins, use crude clubs in melee, and some have learned to capture and use the weapons of humans and demihumans. Languages, Lizard man, common. Role-Playing Suggestions. @Lizardman are barbarians. Even those from the advanced tribes are considered savages by the civilized world. When a @Lizardman PC enters a campaign, he faces many of the same problems which confront barbaric humans — the ways he knows are not the ways of culture and civilization. The @Lizardman character has left the swamps behind, but his savage nature remains. Perhaps, as a member of an advanced tribe, he has decided to learn more of the wonders of the civilized world. Once he has amassed enough knowledge, he will return to his tribe to teach them. Or, as a member of a more primitive tribe, the character has been forcefully taken from the swamps and thrust into the outer world, Now he fights beside adventurers until he can find his way home — or just because he likes the violence in which his new companions get involved. @Lizardman are known for their strength, their natural cunning, and their alien ways. They should be played as true outsiders — not only are they from different lands and primitive cultures, but they are reptilian. @Lizardman have a much different outlook on the world than mammals. They are born from eggs, they spend much of their life in water, and they are closer to the natural laws of survival than their civilized counterparts. They should be played as alien minds, with alien tastes, and alien perceptions. Often, a @Lizardman will be at odds with his companions as to the way to proceed. "Eat-or-die" is often the basic instinct running through a @Lizardman 's mind, and this does not always go along with adventurers' ideals of honor, chivalry, and fairness. As a savage, the @Lizardman PC is in tune with the natural world. This does not mean he is an avid protector of nature (as centaurs, for example, are wont to be), but that he under stands nature's signs and can survive in places others would find inhospitable. Remember also, @Lizardman PCs do not understand civilization very well. They will often be alarmed, frightened, or offended by many of its most common features. In combat, lizard man warriors fight as individuals. The civilized concepts of cooperation and strict planning are unknown to him, and he will often find his own course in any battle. Against equal or lesser opponents, a lizard man may charge directly into the fray. When facing superior opponents, a lizard man may turn to wily tactics or sheer ferocity. The savage warrior has a few weaknesses, however. He can be distracted by food and simple treasures, even in the midst of battle. Humanoid Races • 41 Special Advantages. Lizard men can move in water at a rate of 12. They have no movement or attack penalties when in water, and receive swimming as a bonus proficiency. Lizard men can remain under water for long periods of time before they need to draw air. In game terms, a lizard man can hold his breath up to 2/3 his Constitution score in rounds (rounded up). Special Disadvantages. Lizard men are fairly slow and clumsy on land, having a base movement rate of 6. Lizard men must wet their entire bodies once a day. If they are unable to find adequate amounts of moisture (a full waterskin is enough), they begin to lose Constitution at a rate of 3 points per day. If their Constitution falls to zero, they die from dehydration. If food (which could include a fallen friend or foe) or treasure appear during a battle, a @Lizardman must make a successful Wisdom check to keep his mind on the battle. Failure means he turns away from the fight to feast or gather spoils. This distraction lasts at least one round. Every additional round, the lizard man can attempt to break away from the distraction by making another Wisdom check. Lizard man warriors start with two weapon proficiencies. Other classes start with one. Monstrous Traits. Monstrous appearance, bestial fear, bestial habits. Superstitions. @Lizardman fear dry heat and locations with dry heat, such as deserts.