Swamp Lizardman
Swamp Lizardmen are large, hulking, hunched and heavily muscled. They resemble alligators or crocodiles, with heavily scaled and ridged skin and large teeth and claws. They appear to be  slow and lumbering, but are capable of bursts of dexterity that are surprising in creatures so bulky.
The Swamp Lizardman are highly territorial and consider all other races to be fair game for assault, however they can count and won't commit to certain death attacks, instead fleeing in to the swamp and setting up ambushes. In general the Swamp Lizardman are highly warlike and often conduct raids on neighboring settlements whether they be lizardmen, human, or humanoid settlements to collect slaves and food.
GM's Permission required.
Cost Ability
8 Mighty: +8 STR
10 Fit: +5 CON
10 Durable: +5 BODY
5 Intimidating: +5 PRE
3 Armored Hide: Damage Resistance 3/3
7 Amphibian Grace: +4" Swimming plus 0 END on 6" Running
5 Amphibian Eyes: UV Vision
3 Hold Breath: Extended Breathing: 3 Levels
1 Tail: Extra Limbs (1 Limb only; -2), (Limited Manipulation;-1/2)
8 Fast Healing: Regenerate 1 BODY/Hour, Regrow Lost Limbs
12 Sharp Teeth: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD) (15 Active Points); Reduced Penetration (-1/4) [1 END]
11 Tail Swipe: Hand-To-Hand Attack +2d6 (20 Active Points); Hand-To-Hand Attack (-1/2)
[2 END] plus +2 OCV w/ Tail Swipe
5 Varanoidean Senses: Fully Discriminatory with Normal Smell
10 Varanoidean Senses: Targeting with Normal Smell
8 Lizard Mind: +10 Mental Defense; Not vs Other Lizardmen (-1/4)
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Swamp Lizardman Lizardman (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-5 Physical Limitation: 400-600 lbs, 7 to 9 feet tall
-2 Dim: -2 INT
-4 Tractable: -2 EGO
-4 Earless: -2 PER Hearing
-1 Poor Leaper: -1" Leaping
-15 Susceptible to Cold Weather: (sub 50 degrees), VCommon per Minute 1d6


Total Cost of Package
Cost Option
6 Frighteningly Quick: +2 SPD (20 Active Points); Increased Endurance Cost 5x END (-2), Costs Endurance Only Costs END to Activate (-1/4) [10 END each TURN used]
9 Ambidexterity (Eliminate Off Hand Penalty entirely)
2 Strong Minded: Remove Not vs Other Lizardmen (-1/4) from Lizard Mind
+15 Blind Fighting: Combat Sense 11-
-5 Extra Susceptible to Cold: Increase to per Turn 1d6
  • Really Susceptible to Cold: Increase to per Phase 1d6
  •      Extremely Susceptible to Cold: Increase to per Segment 1d6