Lizal (species)

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CreaturesHumanoidsLizal

Lizal is a broad and varied race of reptilian humanoids. Although they are practically as intelligent as hylians, lizal are callously heartless, and come off as alien and uncanny to outsiders. Lizalfos consider all races other than their own—and occasionally blins—to be either their natural enemies, or resources to be exploited.

The five subraces of lizalfos each correlate to a specific bodily shape, which often resembles a more familiar reptilian beast.

  • Aeralfos (flying lizalfos) are a lightweight variety with functioning wings.
    • Fiery aeralfos are red-scaled flying lizalfos that visibly glow with magical flame.
    • Super aeralfos are aeralfos that mutated to obtain enhanced physical strength from a partially draconic heritage.
  • Chameleon lizalfos are a unique breed of lizalfos that can blend into their environment.
    • Acid lizalfos adapted to humid climates, and spew acid.
    • Fire lizalfos adapted to volcanic climates, and wield a fiery breath weapon.
    • Ice lizalfos adapted to frigid climates, and spit orbs of magical frost.
    • Electric lizalfos adapted to dry climates, and can create a field of electricity around itself
    • Silver lizalfos are a form of chameleon lizalfos that combines several strengths of the subrace's elemental forms
    • Golden lizalfos are a gold-colored, ascendant chameleon lizalfos that are a step above its kin in strength and cunning.
  • Daira (crocodile lizalfos) are a variety with powerful jaws and armored scales.
  • Dinolfos (spined lizalfos) are a particularly aggressive and physically strong subrace that is closely related to geru.
    • Dark dinolfos is a twisted variety that embodies necrotic energy and even exhales it as a breath weapon.
  • Geru (gecko lizalfos) are the most abundant of lizalfos; they breed swiftly and are comparatively organized.

Within some subraces are additional variants, often varying by the climate of a particular tribe. Chameleon lizalfos, in particular, can adapt to particularly dry, humid, hot, or cold environments in a way that fundamentally alters their physiology over the course of only a few generations.

Lizal player-character traits

Ability Score Increase. Your Dexterity score increases by 1.
Age. A lizalfos reaches adulthood in at most 10 years. Rarely does one live beyond the age of 50.
Alignment. Lizalfos as a whole have a strong tendency towards evil. Daira are inherently chaotic, while geru are relatively orderly, and most other lizalfos fall somewhere between.
Size. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Alkaline Scales. You have resistance to acid damage.
Standing Leap. If it would otherwise be lesser, your long jump is up to 20 feet and your high jump is up to 10 feet, with or without a running start.
Languages. All lizalfos speak Lizal. A minority, including all lizalfos player-characters, speak Hylian as a second language.
Subraces. Lizalfos come in numerous subraces. Choose one from aeralfos, chameleon, daira, dinolfos, and geru.

Aeralfos

Fly Speed. You have a fly speed of 40 feet. This speed increases to 50 feet at 3rd level, and 60 feet at 5th level.

Chameleon

Ability Score Increase. Your Wisdom score increases by by 1.
Ambusher. You have advantage on attack rolls against any creature you have surprised.
Chameleon Cunning. You have advantage on saving throws against being charmed, and magic can't put you to sleep. You have no need to sleep, but you still must relax for the entirety of a long rest to gain the benefits of finishing one.
Chameleon Skin. You have advantage on any Dexterity (Stealth) check made to hide, but only if you remain motionless in the same spot for 12 seconds (two consecutive turns). You forfeit this advantage if you move.
Tongue Snap. As an action, you can snap your spring-like tongue to make a melee weapon attack. This attack has a reach of 20 feet. You can add either your Strength or Dexterity modifier to this attack roll. On a hit, you deal bludgeoning damage equal to 1d4 + Strength or Dexterity modifier, plus an extra 1d4 acid damage. The extra acid damage increases to 2d4 when you reach 5th level, 3d4 when you reach 11th level, and 4d4 when you reach 17th level.

Daira

Ability Score Increase. Your Strength score increases by 2.
Blood Frenzy. As a bonus action, you can detect without error whether one living creature you can see has half its heart points or fewer. After you use this bonus action on a creature with half its hit points or less, you have advantage on all melee weapon attack rolls made against that creature. This benefit lasts until the creature restores any heart points, drops to 0 heart points, or you use your Blood Frenzy on another creature.
Daira Scales. When you are hit by a nonmagical melee weapon, you can use your reaction to halve the damage you take from that attack. You must finish a short rest before you use this feature again.

Dinolfos

Ability Score Increase. Your Constitution score increases by 2.
Fire Resistance. You have resistance to fire damage.
Fire Breath. You can use your action to exhale a gout of flame in a 15-foot cone. Each creature in this area must make a Dexterity saving throw, with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much on a success. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use this feature, you can't use it again until you finish a short or long rest.

Geru

Ability Score Increase. Your Strength score increases by 1. One ability score of your choice, other than Strength or Dexterity, also increases by 1.
Swim Speed. You have a swim speed of 30 feet.
Hold Breath. You can hold your breath for 1 hour, regardless of your Constitution score.
Keen Senses. You have proficiency in the Perception skill.
Swamp Camouflage. You have advantage on Dexterity (Stealth) checks made to hide or move quietly in terrain reminiscent of swamps, marshes, and wetlands.

Racial feats

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