TEXT: Blood and Gold: From 
  the Ashes 
  Character Race: 
  Lizardfolk
  By: Tristan 
  “TK Nyarlathotep”  
  Jusola-Sanders
  
  CREDITS 
  Text Written By: Tristan “TK Nyarlathotep” 
   
   
  Jusola-Sanders 
  Cover Design By: Gaia Jusola-Sanders 
  Special Thanks: Jeremiah Allen, jim pinto, 
  Eric Lamb 
  Blood and Gold: From The Ashes Character 
  Race: Lizardfolk is the ﬁrst supplement in the 
  “Blood and Gold: From the Ashes” 
  Campaign Setting for Dungeons and 
  Dragons 5th Edition. 
  Blood and Gold: From The Ashes Character 
  Race: Lizardfolk is a character race and 
  background information for Dungeons and 
  Dragons 5th Edition. 
  Copyright 2016 © Tomb of Nyarlathotep 
  Games and Tristan Jusola-Sanders 
  Some artwork © 2016 Vagelio Kaliva, used 
  with permission. All rights reserved. 
  Artwork © 2016 drbjr. All rights reserved. 
  Artwork © 2016 Lord Zsezse Works. All 
  rights reserved. 
  Visit us on the web at HTTP://
  WWW.PATREON.COM/TOMBOFNYARLATHOTEP  
  
  LIZARDFOLK 
   
  WHEN ENTROPY ROSE, WE FLED FOR THE STARS. 
  We built the Fallen Ziggurat and prayed to escape. 
  The Devil Bishops astride their Rooks ended our hope. 
  The Devil Kings wanted for entertainment. 
  The Devil Queens tormented the Old Masters to death. 
  Not all died. There is no greater curse for them. 
  The Devil Kings commanded the Devils. 
  The Devils enslaved the Lizardfolk. 
  The Devils had won the war. Entropy ruled over all. 
  The Lizardfolk were forced to build Lazare’s Gate. 
  The Lizardfolk vowed a bitter curse upon the Devils. 
   
  [This section of the images inside the Fallen 
  Ziggurat is scratched out and deﬁled. Much of their 
  history in the Age of Darkness is lost.] 
   
  All enemies put aside hatreds. 
  All enemies wanted vengeance on the Devils. 
  All enemies were doomed to fail.  
  All was lost. 
  The Lizardfolk broke their chains. 
  The Lizardfolk rose against the Devils. 
  The Lizardfolk joined the battle at Lazare’s Gate. 
  The Devils were forced into Lazare’s Gate. 
  Lazare’s Gate was toppled and destroyed. 
  The Lizardfolk stood triumphant. 
   
  —Delivered orally by Mazcaté, Scincan Priest, 
  HISTORY IN IMAGES IN THE FALLEN ZIGGURAT 
  Rumored to be the oldest living race in the Newborn 
  World, the surviving Lizardfolk in the World seek to 
  remake the glory of a time long dispersed. Most 
  Lizardfolk are born in the caves and mountains below 
  and rise to join their brethren when they come of age. 
  Some Lizardfolk remain loyal to the Old Masters, 
  others want to move forward to a new age, and still 
  others simply drift looking for a place to belong. 
  HEIRS TO THE OLD MASTERS 
  On average, the Lizardfolk ﬁt into one of three 
  classiﬁcations (although others are not unheard of): 
  Tall, powerful, and imposing ﬁgures known as Saurans, 
  thin, graceful, and lanky beings known as Scincans, and 
  immense, bestial, and almost-mindless creatures 
  known broadly as Tyrans.  Of the Saurans, spiked 
  protrusions and thick scales, often in red and green, are 
  common, with their intimidating appearance backed up 
  by vicious claws and teeth. Among Scincans, their skin 
  is often smoother and rubbery, frequently in blue and 
  yellow, and their bodies are thinner, built to move fast 
  and ﬂuid. If Saurans resemble an iguana or a horned 
  lizard, then Scincans often look more like newts or 
  chameleons - although, again, variation is not unheard 
  of. Tyrans come in all shapes and sizes, and are more 
  beasts and monsters than proper humanoids. 
   
  The blood of the Old Masters ﬂows in diﬀerent 
  ways between the Scincans and the Saurans - with the 
  Scincans developing their knack for grace and 
  resistance to magic, and the Saurans inheriting their 
  sheer strength and power. 
  PRIDE AFTER THE FALL 
  For all the mystery surrounding the Before Times and 
  even the Age of Darkness, one thing remains certain: 
  Among all the tragedies the Age of Darkness brought, it 
  was the Lizardfolk who lost the most. According to 
  legends, at the beginning of the Age of Darkness, the 
  hated Devil Queens commanded their loyal servants to 
  gather the most powerful of the Lizardfolk’s brood, the 
  Old Masters, and bring them to them. When every Old 
  Master was gathered, the Devil Queens presented their 
  
  prize before their Devil Kings and, for the Kings’ twisted 
  amusement, began the massacre of these unknowably 
  ancient beings. The lucky ones were killed outright - 
  many were tortured for the amusement of the Devil 
  Kings, and may yet still live behind Lazare’s Gate. 
   
  After their ancient empire had been completely 
  destroyed - their hopes crushed as their airborne 
  temple, the Fallen Ziggurat, was torn from the sky on its 
  way beyond the World - the Lizardfolk were enslaved by 
  the Devils of Entropy and forced to build an object of 
  ultimate evil: Lazare’s Gate, a massive portal built on 
  the site where Entropy’s inﬂuence was strongest, and 
  from which the Devils could come and go freely from 
  the Outer Dark. 
   
  After untold time enslaved by the Demons, the 
  Lizardfolk rose up against the Devils at the last second 
  during the Battle of Lazare’s Gate, and they aided the 
  Races of Thought and Feeling in destroying Lazare’s 
  Gate when it was clear the Devils were being driven 
  back. 
   
  Now the Lizardfolk count themselves among the 
  Races of Thought and Feeling, walking as equals 
  among every sentient being that opposes the forces of 
  Entropy and wishes never again to see the Age of 
  Darkness. 
  FREE FOR ETERNITY 
  The Lizardfolk have integrated themselves with the 
  other Races of Thought and Feeling, having no more 
  ancient empires nor Old Masters. In the Empire of the 
  Golden Suns, they walk as citizens or work as 
  professional soldiers — Lizardfolk nobility in the 
  Empire is an exception, not the rule. In Clan 
  Mawnnztur, Lizardfolk are often welcomed aboard 
  without a second thought, especially Saurans, who are 
  considered tougher and better in a ﬁght. Among the 
  Fallen Kingdoms, Lizardfolk are mercenaries or 
  underclassmen - true to their elitist way, Lizardfolk are 
  not considered the equal of an Elf or Dwarf among the 
  authorities of the Kingdoms. Lizardfolk are also 
  welcome in the Horse-Lords of Brecht if they are found 
  to be pure of heart and just of cause - and although the 
  Horse-Lords of Brecht are meant to hold a vow of 
  anonymity, one can almost always tell a Lizardfolk 
  Horse-Lord. 
   
  In their own communities, Lizardfolk are often 
  tribal and solitary, not always trusting of outsiders - 
  especially since, as written in the History In Images’ 
  Apocrypha, some of the Old Masters were taken when 
  allies of the Lizardfolk betrayed them. The most 
  common goal to a Lizardfolk is independence - proving 
  that, above all, they are free and can never again be 
  enslaved: not by Devils, not by men, and perhaps not 
  even by the Old Masters. Freedom is what they value 
  most. 
   
  Although independence and freedom are important 
  to Lizardfolk, so too is loyalty and respect. Your average 
  Lizardfolk won’t journey with people they don’t respect, 
  or with people who don’t respect them. But if you prove 
  your worth to a Lizardfolk, and you treat him as an 
  equal, you’ve got an ally who will walk through Lazare’s 
  gate with you. 
  LIZARDFOLK NAMES 
  Lizardfolk names are thematic to their culture. They 
  reﬂect their language and the diﬀerence between how a 
  Sauran and a Scincan are spoken of and thought of. 
  Scincan names are often multi-syllabic and mean 
  something in the tongue of the Lizardfolk. Sauran often 
  cap out at two syllables and mean nothing except what 
  syllables the Sauran thought sounded frightening. 
  There are also titles, either before or after their name, 
  given by other Lizardfolk to reﬂect great victories, 
  personal traits, or other notable details of a Lizardfolk. 
  Sauran Names: Barok, Ch’kax, Dorg, Gar Q’Rok, Gor-
  Gor, Gort, Grod, Marg-Tar, Set-Gunn, Shim, Mar-Go, 
  Varb-Slag, Zerg-Tar 
  Scincan Names: Azani Mardo, Barcado Maz, Desrioné, 
  Garvaco, Leza-Vazc’tan, Nabarrio, Oczan Vizla, Suzven 
  Myzc’tan, Tanas’tiq Z’catan. 
  Titles: Armor-Hide, Demolisher, Empty-Head, Fierce, 
  Fightmaster, Inspirer, Otherling, Painted-Scale, Pure-
  Soul, Sculpted-Horn, Twinaxe. 
  LIZARDFOLK TRAITS 
  As a Lizardfolk, you share the following traits with all of 
  your brethren:  
   
  Ability Score Increase. Your Constitution score 
  increases by 1. 
   
  Age. It is said that once, long ago, there was a time 
  when the Lizardfolk could live indeﬁnitely - but those 
  times are now long gone. They now grow to the size of a 
  10-year-old child by age 5, and reach adulthood by 15. 
  
  They now live to be around 120, a record age even 
  among other Old One races. 
   
  Alignment. Lizardfolk view themselves as truly 
  free; free from the Old Masters, free from the Devils of 
  Entropy, free from even immortality. As such, they tend 
  towards the Chaotic and Neutral ends, although rarely 
  both at once. Most Lizardfolk are neutral or good, but 
  an evil Lizardfolk will do everything in its power to keep 
  its evil hidden. 
   
  Size. Both Saurans and Scincans are sizably taller 
  than most humans, well above 6 feet. Saurans are 
  heavier than most humans, at 250 lbs. and more, where 
  Scincans are a little under average human weight, at 
  150 lbs. or less. 
   
  Speed. Your base walking speed is 30 feet. 
   
  Languages. You can speak, read, and write 
  Common and Lizan. Lizan is an ancient language 
  spoken by the Lizardfolk since time immemorial. It is 
  one of the few surviving pieces of their culture from the 
  Before Times, and even then much of it has changed 
  and lost meaning over time. It is a language that hisses 
  and croaks, and is remarkably hard for others to speak. 
   
  Speak With Small Reptiles and Amphibians. 
  Lizan is a language so old that it can even be used to 
  communicate with some of the World’s humblest beasts 
  - toads, frogs, lizards, snakes, and more reptiles and 
  amphibians sized Small and smaller. Due to a slight 
  disconnect between the language of the reptiles and 
  amphibians and Lizan itself, it can largely only be used 
  to communicate simple and to-the-point ideas, although 
  a particularly well-executed Lizan sonnet can get one 
  the rapt attention of a group of admiring geckos. 
   
  Subrace. Lizardfolk largely come in two types: 
  Saurans and Scincans. At character creation, choose 
  one of these two subraces. 
  SAURAN 
  As a Sauran, you live for your strength. Towering above 
  most humans, you excel at physical might, intimidate 
  lesser beings, and can achieve physical feats thought 
  impossible by most other beings. You have teeth and 
  claws that can rend ﬂesh with little eﬀort, and it takes a 
  truly mighty blow to truly fell you. As a Sauran, you are 
  an exemplar of physical might. 
   
  Ability Score Increase. Your Strength score 
  increases by 2. 
   
  Menacing. You gain proﬁciency in the Intimidation 
  skill. 
   
  Natural Weapon: Claws. You may use your claws 
  to make a melee weapon attack dealing 1d6 slashing 
  damage using dexterity or strength. 
   
  Natural Weapon: Bite. You may use your teeth to 
  make a melee weapon attack dealing 1d6 piercing 
  damage using dexterity or strength. 
   
  Relentless Endurance. When you are reduced to 0 
  hit points but not killed outright, you can drop to 1 hit 
  point instead. You can’t use this feature again until you 
  ﬁnish a long rest. 
  SCINCAN 
  As a Scincan, you were made for speed and grace. 
  Scincans are slippery creatures, excellent at sneaking, 
  working with their thinner hands, and can even resist 
  the awesome power of magic - a holdover from the 
  powers of the Old Masters. Scincans are sly, clever, and 
  agile. As a Sauran, you are a testament to the will and 
  beauty of the Old Masters. 
   
  Ability Score Increase. Your Dexterity score 
  increases by 2.  
   
  Naturally Stealthy. You can attempt to hide 
  even when you are obscured only by a creature that 
  is at least one size larger than you.  
   
  Scincan Cunning. You have advantage on all 
  Intelligence, Wisdom, and Charisma saving 
  throws against magic. 
   
  Speed. Your base walking speed is 35 feet. 
  
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