While lizardmen first were a race of barbaric antagonists, they have since mellowed out and merged into other cultures.
While they retain their skills of old, they easily adapt to a new enviroment. Consequentially, lizardmen are not considered
to be out of the ordinary if walking down the street as a werewolf would be. Their strength is that of legend, and their speed
belies their hulking bodies. They tend to sound less knowledgable than most other races and cannot be as charismatic
as others due to their natural impediment of speech. In addition, they are more suceptable to attacks on their bodies than
other races as a result of them being used to absorbing their surroundings (like water).
Bonuses:
+2 Strength and Dexterity
-1 Intelligence
-1 Vitality and Charisma
1d6 natural armor
Swimming 4
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