Warhammer Lizardmen in 5e (yes, lizardMEN not lizardFOLK)

Playing Total War: Warhammer II recently and I really like the mythos around lizardmen (they are a single gender race – all male – since they spawn and don’t biologically reproduce) – Aztec lizardmen who live in a jungle.  I replaced the natives of Chult with lizardmen and moved it to Lustria (amongst other changes) for my Tomb of Annihilation game.

General Changes

Apply these to any creature with that falls into the lizardfolk subtype.

Type: Humanoid (lizardman)

Alignment: Lawful Neutral

Trait:

Cold Blooded. The lizardman regains (CR with a minimum of 1) hit points at the start of its turn. If the lizardman takes acid or fire damage, this trait doesn’t function at the start of the lizardman’s next turn. The lizardman dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Specific Changes

Skink. Use the various kobold stat blocks for the skinks making the changes per the General Changes section.  A variant skink called the chameleon kink gains the following trait:

Fade Away.  Chameleon Skinks are unique in comparison to other Skinks for their ability to blend naturally and almost perfectly with their environment, making them some of the greatest hunters and ambushers within the continent of Lustria.  Chameleon skinks have advantage on stealth checks and double proficiency in the Dexterity (Stealth) skill.

Saurus.  Use the default lizardfolk for this caste of lizardman.  Cheif lizardfolk are suitable for saurus veterans and temple guards.

Cold One. Used as mounts by the lizardman.  Use the velociraptor as the base creature but make its size large and any attendant ability and hp changes due to this change.

Kroxigor. Ogres work great as the base creature for a kroxigor.  Make the following changes:

  • Add or replace the ogres type, alignment with those listed in the General Changes section above.
  • AC. Replace hide armour with natural armour.
  • Give him a swim speed of 30 ft.
  • Trait. Add the cold blooded trait.
  • Trait. Add the following lizardfolk trait: hold breath
  • Language. Replace its languages with Draconic.
  • Senses.  Remove darkvision.
  • Skills.  Add Perception, Stealth, and Survival skills.
  • Attack. Add a bite attack option.  This is identical to the ogres greatclub attack but it does piercing damage.

Slann. These are the leaders of the lizardman race.  Use the slaad stat block – depending on the age and power of the Slann mage would determine which specific slaad you would use as the base creature.  Make the following changes:

  • Add or replace the slaad’s type, alignment with those listed in the General Changes section above.
  • Give him a swim speed of 30 ft.
  • Make his Intelligence 20 if lower than that.
  • Remove all resistances.
  • Skills.  Add the Stealth, and Survival skills.
  • Senses.  Remove blindsight and darkvision.
  • Language. Remove slaad and telepathy and add Common and Draconic.
  • Trait. Add the cold blooded trait.
  • Trait. Add the following lizardfolk trait: hold breath
  • Remove the shapechange trait.
  • Add the spellcasting trait from the archmage .
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