TEXT: I
  f you enjoyed this preview, please feel free to support
  my work by picking up the full release on the DM's
  Guild, The Big Book of Lizardfolk.
  And a shout out to the talented Dean Spencer for his fantastic
  artwork.
  Enjoy,
  Christopher
  Art Credits, in order of appearance
  "Lizardman Host" © 2015 Dean Spencer, used with permission. All
  rights reserved. 
  "Triturus" © 2015 Dean Spencer, used with permission. All rights
  reserved. 
  "Poison Dusk Lizardfolk" is a DMs Guild Creator Resource, originally
  featured in "Monster Manual III (3e)" 
  "Kobold Stalker" © 2015 Dean Spencer, used with permission. All
  rights reserved. 
  
  Poison Dusk PCs
  Emotive and inquisitive, Poison Dusk can fit in easily with a
  wide variety of parties despite their primitive nature. They can
  definitely be as cold and calculating as the larger brethren, but
  just as easily fall into a spiral of pranks and physical comedy.
  Poison Dusk Names
  Poison Dusk take their names from the Draconic language,
  preferring terms revolving around nature and the hunt. They
  make no distinction between male and female in their naming
  conventions. Example names below are listed with their
  translation in parentheses.
  Poison Dusk Names: Achuak (green), Baeshra (animal),
  Gix (claw), Grosvisv (wood), Hesjing (water), Iejir (blood),
  Kepesk (storm), Korth (danger), Kosj (small), Mirik (song),
  Oposs (rain), Othokent (smart), Ssej (silent), Vaess (arrow),
  Valeji (to bleed), Vivex (victory), Vutha (black)
  Poison Dusk Personality
  You can use the Poison Dusk Quirks table to determine a
  personality quirk for a lizardfolk character or to inspire a
  unique mannerism.
  Poison Dusk Quirks
  d8 Quirk
  1 You think other races also use pranks to demonstrate
  that neither party is prey
  2
  When you are in doubt as to the proper course of
  action, you believe only licking a hallucinogenic frog
  can show you the true path. You keep one as a pet.
  3
  Despite your short stature, you have a driving need to
  see everything. Which means periodically climbing the
  tallest thing you can find so you can see farther.
  4 Money has no meaning to you.
  5 You have a fear of large domesticated beasts, such as
  cows and horses.
  6 You refuse to sleep on the ground. It's not safe.
  7 Because lying is so difficult for your people, you are
  unusually gullible. To a ridiculous extreme.
  8
  You are a predator, not a scavenger. If you did not
  witness the beast get killed, you are unable to accept
  that any meat is fresh enough for you to eat.
  Poison Dusk Traits
  Your poison dusk character has the following racial traits.
  Ability Score Increase. Your Dexterity score increases by
  2.
  Age. Poison Dusk reach maturity around age 10 and rarely
  live longer than 40 years.
  Alignment. Most Poison Dusk are neutral. They generally
  do not have philosophical cares or desires beyond their
  clutchmates and village. They view the world as divided into
  predators, prey, and the tribe.
  Size. Poison dusk are 3 to 4 feet tall, and rarely weigh more
  than 50 pounds. Your size is Small.
  Speed. Your base walking speed is 25 feet, and you have a
  climbing and swimming speed of 25 feet.
  Bite. Your fanged maw is a natural weapon, which you can
  use to make unarmed strikes. If you hit with it, you deal
  piercing damage equal to 1d4 + your Strength modifier,
  instead of the bludgeoning damage normal for an unarmed
  strike.
  Hold Breath. You can hold your breath for up to 15
  minutes at a time.
  Iron Gut. You have resistance to poison damage, and can
  eat almost anything.
  Jungle Lore. You gain proficiency with the poisoner's kit
  and one of the following skills of your choice: Athletics,
  Nature, Perception, Stealth, and Survival.
  Natural Armor. You have tough, scaly skin. When you aren't
  wearing armor, your AC is 12 + your Dexterity modifier. You
  can use your natural armor to determine your AC if the armor
  you wear would leave you with a lower AC. A shield's benefits
  apply as normal while you use your natural armor.
  Vicious Artisan. As part of a short rest, you can harvest
  bone and hide from a slain beast, construct, dragon,
  monstrosity, or plant creature of size Small or larger to create
  one of the following items: a shield, a club, a javelin, or ld4
  darts or blowgun needles. If the slain creature had a
  poisonous attack, you can also craft a dose of basic poison
  (Player's Handbook pg. 153.) To use this trait, you need a
  blade, such as a dagger, or appropriate artisan's tools, such as
  leatherworker's tools or a poisoner's kit.
  Languages. You can speak, read, and write Common and
  Draconic.
  Subrace. There are two main subraces of Poison Dusk:
  Basilisk and Chameleon. Choose one of these subraces.
  Basilisk
  As a basilisk, you are capable of sprinting over short distances
  at an incredible speed, such that you can even run across
  water.
  Ability Score Increase. Your Constitution score increases
  by 1.
  Burst of Speed. As a free action, you can increase your
  base speed by 25 ft. and your movement does not provoke
  attacks of opportunity until the end of your next turn. After you
  use this ability, you can't use it again until you complete a
  short rest.
  Water Dash. You can run across the surface of water so
  long as you move at least 50 ft. in a round. You can run across
  calm waters as if they were regular terrain, and choppy waves
  or rapids count as difficult terrain. The effect ends at the end
  of any round you did not move at least 50 ft.
  Chameleon
  The most common subrace of Poison Dusk, as a chameleon
  your skin can change hue and color to reflect your mood or
  help hide yourself in the foilage and wilds.
  Ability Score Increase. Your Wisdom score increases by 1.
  Chameleon Skin. While not wearing armor, robes, or other
  similar coverings the poison dusk's skin color adapts to match
  the natural environment, granting advantage on all Dexterity
  (Stealth) checks.
  Expressive Skin. All Wisdom (Insight) checks against a
  visible poison dusk are made with advantage, as when
  engaged in conversation, their skin colors will shift and
  change to reflect their mood and desires.
  THE RACES OF LIZARDFOLK
  2
  
  Lizardfolk, Poison Dusk
  Lush jungles and rivers will often contain villages of these
  lizardfolk hidden away in their most remote and inaccessible
  regions. While they are small and frail in comparison to their
  larger cousins, they are capable guerrilla fighters, and can
  easily decimate larger forces with hit and run attacks in the
  thickets of the dense jungle.
  Their name comes from their extensive use of poisons from
  the dangerous plants and animals of their home, with
  members of the tribe being taught from a young age how best
  to harvest and use the toxins to their greatest effect. Many a
  powerful warrior has been brought low by a tiny dart.
  Poison Dusk Juvenile
  The younger members of the tribe practice hit and run
  attacks, launching barrages of poisoned darts, and using bolas
  to immobilize or slow attackers and prevent prey from
  escaping. They avoid getting into melee range with larger foes
  at all costs.
  Bola
  Martial Ranged Weapon
  Name Cost Damage Weight
  Properties
  Bola 5 gp
  1d2
  2 lbs
  Range 20/60, Thrown, Special
  Any creature of Large size or smaller struck by a bola may
  become entangled. A bola has no additional effect on
  creatures that are formless, or creatures that are Huge or
  larger. A creature hit may make either a Strength or Dexterity
  saving throw (creature's choice) against a DC equal to 8 + the
  thrower's Dexterity and Proficiency bonuses. On a failure, it is
  knocked prone and until it frees itself from the bola, all
  movement costs are doubled. A creature may use an action to
  make a DC 10 Strength check to break the bola, or may inflict
  5 slashing damage (AC 10) to a bola to cut itself free.
  When you use an action, bonus action, or reaction to attack
  with a bola, you can make only one attack regardless of the
  number of attacks you can normally make.
  BESTIARY | POISON DUSK LIZARDFOLK
  3
  Poison Dusk Juvenile
  Small humanoid (lizardfolk), neutral
  Armor Class 14 (natural armor)
  Hit Points 9 (2d6+2)
  Speed 25 ft., climb 25., swim 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9(-1)
  14(+2)
  13(+1)
  9(-1)
  11(+0)
  9(-1)
  Skills Perception +2, Stealth +6, Survival +5
  Damage Resistances poison
  Senses passive Perception 12
  Languages Draconic
  Challenge 1/4 (50 XP)
  Hold Breath. The poison dusk can hold its breath for
  15 minutes.
  Chameleon Skin. While not wearing armor, robes, or
  other similar coverings the poison dusk's skin color
  adapts to match the natural environment, granting
  advantage on all Dexterity (Stealth) checks.
  Expressive Skin. All Wisdom (Insight) checks against
  a visible poison dusk are made with advantage, as
  when engaged in conversation, their skin colors will
  shift and change to reflect their mood and desires.
  Actions
  Multiattack. The poison dusk can make two melee
  attacks, each with a different weapon.
  Bite. Melee Attack: +1 to hit, reach 5 ft., one target.
  Hit: 1 (1d4-1) piercing damage.
  Dart. Melee or Ranged Attack: +4 to hit, reach 5 ft. or
  range 20/60 ft., one target. Hit: 5 (1d4+2) piercing
  damage and the creature must make a DC 10
  Constitution save, taking 2 (1d4) poison damage on
  a failure.
  Bola (2). Ranged Attack: +4 to hit, range 20/60 ft.,
  one target. Hit: 3 (1d2+2) bludgeoning damage and
  the target (if Large size or smaller) must make a DC
  12 Strength or Dexterity saving throw (target's
  choice) or get knocked prone, and doubling the cost
  of its movement until freed. A creature may use an
  action to make a DC 10 Strength check to break the
  bola, or may inflict 5 slashing damage (AC 10) to cut
  itself free.
  
  Poison Dusk Rangers
  Skilled hunters and trapsmiths, these lizardfolk are often
  responsible for securing the safety of the village, and bringing
  in fresh meat for the tribe.
  Traps set have a base DC of 13 to notice, but keep in mind
  that unless a party is traveling at half speed and actively
  searching, they will have disadvantage to notice them. Favored
  traps include but are not limited to the following options:
  Bamboo Whip. A set of spikes attached to a bent branch
  whips out. +4 Melee Attack. 2d8 piercing damage.
  Log Fall. A heavy log swings down in an arc. DC 13 Dex to
  avoid. 2d6 bludgeoning damage in a 20 ft. line.
  Pitfall. A 10 ft. deep pit lined with stakes. DC 13 Dex save
  to avoid. 2d10 piercing damage.
  Punji Sticks. 4 5x5 squares have punji stick traps, which
  behave mechanically like caltrops. 1 piercing damage and
  speed is reduced by 10 until healing is received.
  Quicksand. A 10x10 spread of quicksand. DC 13 Dex save
  or the target is restrained and begins to sink. DC 13
  Athletics check as an action to escape. If after the third
  round, you have not escaped you become unable to breath
  and risk suffocating.
  Razor Vine. A patch of carefully camouflaged razorvine.
  (See entry for razor vine)
  Higher CR Challenges
  For a CR 2 encounter, increase the trap DCs and
  attack rolls by 2, and add a poison component for
  10 poison damage (3d6 , DC 15 Con save for half)
  to the damaging traps and the ambusher's attacks.
  BESTIARY | POISON DUSK LIZARDFOLK
  4
  Poison Dusk Ranger
  Small humanoid (lizardfolk), neutral
  Armor Class 15 (natural armor)
  Hit Points 19 (3d10+3)
  Speed 25 ft., climb 25 ft., swim 25 ft. (35 ft. with
  longstrider)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9(-1)
  17(+3)
  13(+1)
  9(-1)
  13(+1)
  8(-1)
  Skills Perception +3, Stealth +7, Survival +5
  Damage Resistances poison
  Senses passive Perception 13
  Languages Draconic
  Challenge 1/2 (100 XP), with traps CR 1
  Chameleon Skin. While not wearing armor, robes, or
  other similar coverings the poison dusk's skin color
  adapts to match the natural environment, granting
  advantage on all Dexterity (Stealth) checks.
  Expressive Skin. All Wisdom (Insight) checks against a
  visible poison dusk are made with advantage, as when
  engaged in conversation, their skin colors will shift and
  change to reflect their mood and desires.
  Hold Breath. The poison dusk can hold its breath for 15
  minutes.
  Prepared Ambush. After rolling initiative, if this is a
  planned ambush or near the lizardfolk lair, secretly place
  up to three traps onto the battlemap. This feature raises
  the ranger's CR to a 1 if used.
  Spellcasting. The ranger is a 4th-level spellcaster. Its
  spellcasting ability is Wisdom (spell save DC 11, +3 to
  hit with spell attacks). It has the following ranger spells
  prepared:
  1st level (3 slots): fog cloud, hunter's mark, longstrider 
  Actions
  Multiattack. The poison dusk can make two melee
  attacks, each with a different weapon.
  Bite. Melee Attack: +1 to hit, reach 5 ft., one target. Hit:
  1 (1d4-1) piercing damage.
  Short Sword. Melee Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6+3) piercing damage and the creature
  must make a DC 10 Constitution save, taking 2 (1d4)
  poison damage on a failure.
  Short Bow. Ranged Attack:* +5 to hit, reach 5 ft. or
  range 20/60 ft., one target. Hit: 6 (1d6+3) piercing
  damage and the creature must make a DC 10
  Constitution save, taking 2 (1d4) poison damage on a
  failure.
  
  Poison Dusk Rogue
  Fast, agile, and stealthy, these skirmishers are a nightmarish
  opponent for any slow melee combatants. The serve as the
  forward scouts and trophy hunters of the tribe.
  In combat, they generally fight retreating battles so that they
  can fire at a safe range in between making stealth checks to
  remain hidden. When in doubt, they go for high ground and
  retreat high into the canopy of the jungle.
  BESTIARY | POISON DUSK LIZARDFOLK
  5
  Poison Dusk Rogue
  Small humanoid (lizardfolk), neutral
  Armor Class 15 (natural armor)
  Hit Points 16 (3d8+3)
  Speed 25 ft., climb 25 ft., swim 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9(-1)
  17(+3)
  13(+1)
  10(+0)
  12(+1)
  7(-2)
  Skills Acrobatics +5, Athletics +3, Perception +3,
  Stealth +7, Survival +5
  Damage Resistances poison
  Senses passive Perception 13
  Languages Draconic
  Challenge 1 (200 XP)
  Chameleon Skin. While not wearing armor, robes, or
  other similar coverings the poison dusk's skin color
  adapts to match the natural environment, granting
  advantage on all Dexterity (Stealth) checks.
  Expressive Skin. All Wisdom (Insight) checks against
  a visible poison dusk are made with advantage, as
  when engaged in conversation, their skin colors will
  shift and change to reflect their mood and desires.
  Hold Breath. The poison dusk can hold its breath for
  15 minutes.
  Guerrilla Warfare. The rogue can take the Dash or
  Hide action as a bonus action on each of its turns.
  Sneak Attack. Once per turn, the rogue can deal an
  extra 7 (2d6) damage to a foe it hits that it has
  advantage against it or if the target is within 5 feet of
  an ally of the rogue that is not incapacitated.
  Actions
  Multiattack. The poison dusk can make two melee
  attacks, each with a different weapon.
  Bite. Melee Attack: +1 to hit, reach 5 ft., one target.
  Hit: 2 (1d6-1) piercing damage.
  Short Sword. Melee Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6+3) piercing damage and the
  creature must make a DC 10 Constitution save,
  taking 2 (1d4) poison damage on a failure.
  Short Bow. Ranged Attack:* +5 to hit, reach 5 ft. or
  range 20/60 ft., one target. Hit: 6 (1d6+3) piercing
  damage and the creature must make a DC 10
  Constitution save, taking 2 (1d4) poison damage on
  a failure.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Christopher Dornan/Christopher Dornan - Poison Dusk Playable Race.pdf