Saurians are semi-aquatic reptilian beastborn humanoids based loosely on the lizardfolk from the Forgotten Realms. Their skin is covered in scales and varies in color from dark green through to shades of brown and gray. Often taller than humans and more powerfully built, they have non-prehensile muscular tails that grow to three or four feet in length, mostly used for balance. They also have sharp claws and teeth although the build differs from lineage to lineage. For the longest time, they were considered to be tribal “savages” only interested in food. They are culturally cannibals and do not morally fret at eating the remains of another humanoid, but they are far from savage.
While some of them are quick to anger and find it difficult to adapt to civilized society, many saurians have integrated into cities and civilization fairly well and have started to develop past the prejudice against them. Although non-reptilians struggle to tell the difference between males and females, saurians can easily distinguish themselves. They have to keep their skin relatively moist and need to wet their bodies regularly if they are in dry climates. For this reason they are particularly fearful of desert landscapes. Even within the Kasaaqi Hukumat, they are found only within the tropical islands of the nation as well as on the Rethi Riverbank. They used to be the natives of the Ashfall Isles that were then colonized and assimilated into the Hukumat. Many saurians still live in poverty within the isles, but others have uplifted themselves into riches and nobility as well.
Saurian females lay clutches of eggs, from which their young hatch. The life of a hatchling is especially hard in tribal clans, and they reach maturity within eight to twelve years of hatching. Saurians are omnivorous, and like stated before have no problems with eating the flesh of other humanoids, even other saurians. However, this isn’t their preferred source of nutrition, and their cannibalistic tendencies are highly exaggerated and demonized by other cultures.
Note: Saurians tend to adopt the naming schemes of whatever culture or city they are brought up in. However, they do have some names used in tribal settings or ancestrally even in cities. Some example names for Saurian PCs or NPCs are:
Male given names: Anila, Dradev, Kunala, Kosk, Vosk, Dosk, Grix, Draxl, Dux, Kux, Vux, Qriz, Kriz, Driz, Thun, Khun, Drox, Vrox, Khox, Anju, Vanju, Qroz, Ahlu, Vahlu, Zahlu, Zornan, Vornan
Female given names: Alina, Ary, Kosi, Vutha, Kutha, Dutha, Zanak, Khii, Thii, Dhii, Duqi, Kuqi, Nexa, Vexa, Dexa, Kexa, Zess, Jess, Kess, Siez, Jiez, Viez, Ahki, Vahki, Zahki, Vita, Zita
Gender-neutral given names: Aly, Ashra, Drii, Sli, Druqi, Suqii, Zakni, Troxa, Droxa, Kroxa, Khoz, Vhoz, Ghoz, Khiaz, Viaz, Ziaz, Egix, Kroiq, Dosa, Doza, Vosa, Voza, Koza, Ukara, Vukara
Common clan names: Khai, Qrozk, Trozk, Druq, Dradiq, Thunn, Khunn, Kanis, Xerluz
When creating a Saurian, you have to pick one of the three lineages. All lineages share the following traits:
Age. Saurians reach maturity around age 12 and rarely live longer than 60 years.
Alignment. Panshera lean towards neutral or chaotic alignments.
Speed. Your base walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Size. Saurians can range from 4 feet to over 7 feet tall. Your size is Small or Medium.
Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals piercing damage equal to 1d6 + your Strength or Dexterity modifier.
Hold Breath. You can hold your breath for up to an hour.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your base AC is equal to 13 + your Dexterity modifier. A shield's benefits apply as normal while you use your natural armor.
Nature’s Intuition. Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
Languages. You can speak, read, and write Common and one other language of your choice.
SaurianLineage. You are part of a lineage that grants you additional abilities. Choose a lineage from the Saurian Lineages table. You gain the features of the chosen lineage.
Lineage | Feature |
|---|---|
Crocid | Crushing Jaws. You can attack with your bite using a bonus action. If the attack hits, you gain temporary hit points equal to the damage inflicted. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. |
Gatorid | Chaotic Magic. You know the acid splash cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the pass without trace spell with this trait, without requiring a material component. Once you cast faerie fire or pass without trace with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this subrace). |
Gharid | Swift Swimmer. You can use a bonus action to take the Dash action. Additionally, whenever you use this ability, you increase your swimming speed by twice your normal speed instead of the usual equal amount. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. |

Crocids are named for their resemblance to crocodiles and dinosaurs, having a generally more powerful build. When most outsiders imagine a saurian, a crocid is generally what comes to their mind. Most crocids still live in coastal or island tribes, only a few of them integrating into cities. Their lives are based on simple hunting and gathering, and they are known for their fierce hunting techniques. Crocids also have the most powerful bite-force of all the humanoid species, and their jaws are known to be the origin of almost all the stories of crocids feasting on human flesh. In the Hukumat, they are only found within the isles with almost no crocids traveling to the mainland.

Gatorids often have a smaller build than crocids, and are distinguished primarily by their smaller snouts. Looking closer to the stereotypical lizardfolk, many of them resemble lizards, alligators, or caimans. Most of the saurians found in cities and “civilized” areas tend to be gatorids as they are well known for their adaptability. What they lack in physical attributes they make up for with a natural attunement to magic. Most saurian tribes are led not by the strongest warrior, but a gatorid shaman or druid. A lot of gatorids are found within the Rethi Riverbank, and are a common sight in the Hukumat’s coastal cities. Many gatorids have adapted to the desert’s sandy shores, and have a tan-brown skin tone instead of green.

Gharids are the most uncommon of the saurian lineages, living in the eqosi riverbanks more than the Ashfall Isles. Distinguished by their long and thin snouts similar to gharials, they tend to have thinner bodies overall. While there are tribal gharids still found across the Edeni Expanse, almost all gharids have been integrated into civilization one way or another since most of their homelands have been taken over by other populations. Gharids are some of the fastest swimmers, with their lean bodies that are more hydrodynamic than other humanoids. They can reach speeds in water faster than even sea-elves or tritons, having adapted to hunt inside rapid rivers. Within the Hukumat, they are found throughout the Rethi Riverbank.
In addition, Saurian players have access to unique Species Feats that they can choose to take in addition to other General Feats. Species Origin Feats can be chosen during character creation replacing any Origin Feat you would’ve received from your background.
Devastating Form (Species Origin Feat). You gain two new ways to use your unarmed strikes. You can use this feature a number of times equal to your proficiency bonus, and you restore all uses on a long rest.
When using an action to attack with your bite, you can grapple medium or smaller creatures on a hit (escape DC 8 + your proficiency bonus + your Strength modifier). You can only grapple one target with your bite at a time. On each of your subsequent attacks until the grapple ends, you can deal your bite's damage to the target automatically.
You can use your tail to thrash a medium or smaller creature. Your tail counts as an unarmed strike that deals bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier. On a hit, the target must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or fall prone.
Prehistoric Strength (Species Feat). You can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. While in this large form, you deal 1d6 extra damage with your melee weapon attacks and unarmed strikes. Once you use this trait, you can’t use it again until you finish a Long Rest.