TEXT: ~Credits~
  WRITING and Design:  
  Alan Patrick
  ADditional Design, Development,  
  and Art Direction: Robert J. Schwalb
  editing: Jay Spight
  Graphic Design: Kara Hamilton and Hal Mangold
  LAYOUT: kara hamilton
  ILLUSTRATIONs: Biagio d’Allesandro
  Foulest Reptiles is ©2017 Schwalb Entertainment, LLC.  
  All rights reserved.
  Shadow of the Demon Lord, Monstrous Pages, Foulest Reptiles,
  Schwalb Entertainment, and their associated logos  
  are trademarks of Schwalb Entertainment, LLC.
  Schwalb EntErtainmEnt, llc
  PO Box #12548, Murfreesboro, TN 37129
  info@schwalbentertainment.com
   www.schwalbentertainment.com
  Monstrous Pages
  The Bone Marsh, the Fetid Mire, the Howling 
  Swamp, and other wetlands in Rûl’s warmest 
  climes earn their sinister names from not just 
  the inhospitable environment but also from the 
  dangerous creatures that make 
  their homes there—clouds of 
  biting and stinging insects, 
  venomous snakes, crocodiles, 
  and worse. These lands are places 
  civilization has yet to conquer and 
  thus are left alone, avoided, and in 
  some respects, feared. Absent cultivation 
  and conquest have allowed strange and 
  terrible things to settle in these places, 
  to grow their numbers unchecked 
  until they begin to spill from 
  these places into neighboring lands, 
  bringing the dangers of the swamps to 
  beset the people living on their edges.
   Among the many threats these forlorn places 
  pose, the lizardmen have shown themselves to be 
  one of the greatest, for they are a savage race of 
  man-eaters, fierce and ferocious, cruel and wicked. 
  They creep through the emerald shadow, scarcely 
  making a sound as they glide through the brackish 
  waters, dead eyes flicking in their perpetual search 
  for something to kill. Lizardmen live little better than 
  beasts, but make their camps in the ruins of older, 
  more advanced settlements that slowly sink into the 
  mud and waters of these lands. Their tendency to 
  haunt these ruins hints at some connection to them, 
  suggesting they might not have always been as they 
  are now.
   Foulest Reptiles reveals the secrets of the lizardmen, 
  a degenerate race of reptilian humanoids that live 
  on the edges of settled lands, and lays bare the 
  true origins of these cruel and vicious people. Like 
  other installments of the Monstrous Pages series, this 
  supplement offers extensive lore about the creatures 
  and expands on their abilities, providing you with 
  even more customization options and variants. In 
  addition, Foulest Reptiles also gives you rules for 
  making unique lizardmen characters. Whether you 
  intend to feature lizardmen as the principle villains 
  in your adventure or you want to learn more about 
  the world of Urth, this supplement is loaded with 
  information for your Shadow of the Demon Lord games.
  
  2
  A Fallen Empire
  In a time now long forgotten, in those storied years 
  before the faeries and trolls took up arms against one 
  another, there came a people from a distant world, a 
  civilization that fled the promised annihilation of the 
  Demon Lord through the Void to make a new home 
  in another reality, one safe from the demons and 
  ruin their debauched and decadent civilization had 
  wrought. To Urth they came, a world in its infancy, 
  ripe for development and presumably safe for the 
  survivors to settle and rebuild the culture that had 
  been shattered through their own failings.
   These serpent people possessed incredible 
  knowledge, having plumbed the secrets of science, 
  magic, artifice, and more, they tamed the lands they 
  settled and exploited the brutish humanoids they 
  found for labor and sport. With their slaves, they 
  cultivated the wilderness for farmlands and raised 
  great stoneworks from the earth, huge monoliths, 
  pyramids, and sculptures that all glorified these 
  serpent people as gods to the primitive peoples who 
  served them. 
   As huge complexes began to rise, seemingly carved 
  directly from the mountains by their slaves, so did  
  the serpent people’s pride. In their hubris and desire 
  to develop a new empire, they angered the faeries, 
  who had tolerated the extraterrestrial interlopers  
  until they began to intrude on their lands, making 
  slaves of their peoples. The blatant disrespect for 
  other peoples and their disregard for anyone other 
  than themselves made it clear to the faerie lords and 
  ladies that the serpent people could no longer be 
  allowed to continue.
   The retribution that followed was swift and terrible. 
  There was no fanfare, no cataclysmic raging storm, 
  but nonetheless the serpent people’s civilization 
  was cast down to ruin. A few escaped the fury of the 
  faeries, fleeing into the wild places, vanishing into 
  the swamps and bogs, forests, and caves, but most 
  fell to the blades and arrows of the wrathful fey. The 
  slaves slipped their chains, returning to their lands 
  and leaving behind the monuments and cities they 
  had raised for their masters to be reclaimed by nature. 
  In time, vines choked the stepped pyramids, waters 
  washed away their settlements, and their statues sank 
  below the mud and muck as their grasslands and 
  fields became swamps and bogs.
  Degenerate Swamp Dwellers
  Of the serpent people, few survived intact, though 
  rumors persist of colonies hidden throughout the 
  lands. Most forgot the old ways and slid into savage 
  barbarism, becoming little better than the brutes 
  they had once enslaved. Now known as lizardmen, 
  these peoples haunt the ruins of their fallen empire. 
  They make their homes in pestilential swamps and 
  primeval forests. Fiercely territorial, the lizardmen 
  know on a deep, instinctive level that they cannot 
  leave their home, but they do not know why this is. 
  They know that they must stay close, and that they 
  harbor an inherent hatred for outsiders. Xenophobic 
  and indiscriminately carnivorous, few people survive 
  the discovery of a lizardman village. And those that 
  do, often wish they hadn’t.
   Echoes of Ancient Glory: Time has not been 
  kind to lizardmen’s fallen empire and little remains 
  to suggest they were ever anything more than they 
  are now. This said, archeologists do happen upon 
  the occasional artifact that offers clues about their 
  scientific and magical achievements, while ziggurats, 
  monoliths, and other remnants can still be found  
  in the depths of trackless swamps and untouched 
  forests. In such places, fabulous treasures might 
  remain, if one is willing to brave the lizardmen who 
  haunt the ruins.
   Aggressively Territorial: Few people have seen 
  a lizardman village and lived to tell about it. The 
  lizardmen keep to themselves, but seem to have a 
  supernatural sense for when someone has crossed 
  their borders. They give no quarter to intruders and 
  subject their prisoners to unspeakable torments, 
  flaying them, boiling them alive, eating them, or 
  worse. The lucky ones manage to cut their own 
  throats before the lizardmen catch them, but those 
  few who manage to escape are never the same—the 
  scars are deeper than flesh, and there is a bizarre 
  tendency for survivors to come to believe they 
  themselves are lizardmen.
   Sadistic and Savage: Lizardmen go out of their 
  way to ensure their victims live as long as possible. 
  Shamans know enough herbalism or might possess 
  rudimentary healing magic to keep their victims alive 
  while flaying, cooking, and dismembering them. 
  Lizardmen demonstrate no small amount of glee in 
  breaking limbs and setting bones just to break them 
  again several days later once the healing process has 
  begun. Lizardmen sometimes remove the skull and 
  spine of one of their victims to retain as a trophy; 
  being able to remove these grisly elements while 
  other potential victims watch enhances the value of 
  this trophy.
   Festering Communities: A lizardman village is 
  rarely more than a collection of crude mounds of mud 
  and reedy huts, often partially submerged in stagnant, 
  standing water and almost always located in the 
  shadow of a monument or crumbling building from 
  their lost empire. There is no hint here of what once 
  built them into power, as all that can be seen is scraps 
  and refuse.
   Wicked Traps: Although the lizardmen might 
  appear to be dumb brutes, they are anything but. 
  Crafty and cunning, lizardmen take great, obscene 
  pleasure in creating traps to maim and capture 
  
  3
  trespassers. If these traps inflict grievous wounds or 
  cause the death of the trespasser, so much the better: 
  dinner is served.
   Lizardmen use dart traps, poisoned needles, 
  concealed pits, and spear traps, but their most 
  commonly deployed trap is a variation of the standard 
  concealed spiked pit (Shadow, 203). The spikes at the 
  bottom of the pit are covered with sticky, semi-dried 
  excrement. Often this putrid coating is provided 
  by the lizardmen directly, but occasionally they 
  drop unwanted visitors into the pit and let nature 
  take its course over the following few days, adding 
  rotting bodies to the offal and poisonous blend of 
  bodily juices that they liberally apply to the trap’s 
  spiked floor. A person that falls into one of these foul 
  creations is often subject to infection (Shadow, 201) 
  or at the very least is subjected to virulent poison 
  (Shadow, 107) in addition to taking lethal damage.
  LIZARDMAN 
  DIFFICULTY 25
  Size 1 lizardman
  Perception 12 (+2); shadowsight
  Defense 15 (large shield); Health 24; Insanity 1d3; 
  Corruption 1d3
  Strength 14 (+4), Agility 11 (+1), Intellect 8 (–2), Will 9 (–1)
  Speed 10; swimmer
  Immune frightened
  Rising Fury When a lizardman takes damage, it makes its next 
  attack roll before the end of the next round with 1 boon.
  ATTACK OPTIONS 
  Spear (melee) +4 with 1 boon (2d6)
  Fangs (melee) +4 with 1 boon (1d6)
  SPECIAL ATTACKS 
  Snapping Fangs The lizardman can use a triggered action 
  on its turn to attack with its fangs.
  LIZARDMAN SHAMAN 
  DIFFICULTY 50
  Size 1 lizardman
  Perception 12 (+2); shadowsight
  Defense 15 (large shield); Health 30; Insanity 1d3; 
  Corruption 1d3 + 1
  Strength 14 (+4), Agility 11 (+1), Intellect 11 (+1), Will 10 (+0)
  Speed 10; swimmer
  Immune frightened
  Rising Fury When a lizardman takes damage, it makes its next 
  attack roll before the end of the next round with 1 boon.
  ATTACK OPTIONS 
  Spear (melee) +4 with 1 boon (2d6)
  Fangs (melee) +4 with 1 boon (1d6)
  SPECIAL ATTACKS 
  Snapping Fangs The lizardman can use a triggered action 
  on its turn to attack with its fangs.
  SPECIAL ACTIONS 
  Awaken Savagery The shaman screeches. Each lizardman 
  within short range of it takes 1d6 damage and becomes 
  crazed for 1 minute. While crazed, a lizardman makes 
  attack rolls with 1 bane, but its attacks deal 1d6 extra 
  damage. Once a shaman uses this action, it cannot do  
  so again until after it completes a rest.
  MAGIC 
  Power 1
  Forbidden harm (2), obedience (1)
  Lizardmen Characters
  You can use the following rules to create unique 
  lizardmen characters. Although you could use these 
  rules to create lizardmen player characters, lizardmen 
  are not likely to leave their lands or join forces with 
  members of other ancestries since they typically hunt 
  and eat them. Lizardmen are also somewhat tougher 
  than other ancestries and are thus not appropriate 
  ancestry options for most campaigns. 
  Creating a Lizardman
  Attribute Scores Strength 1d3 + 12, Agility 1d3 + 9, Intellect 
  1d3 + 6, Will 1d3 + 7
  Perception equals its Intellect score + 4
  Defense equals its Agility score + 2
  Health equals its Strength score
  Healing Rate equals one-quarter its Health
  Size 1, Speed 10, Power 0
  0 Damage, 1d3 Insanity, 1d3 Corruption
  Languages and Professions The lizardman speaks the tribal 
  tongue of its people.
  Shadowsight The lizardman can see into areas obscured  
  by shadows as if those areas were lit.
  Immune frightened
  Swimmer The lizardman ignores difficult terrain while 
  swimming and never needs to make a challenge roll to 
  swim.
  Rising Fury When the lizardman takes damage, it makes  
  its next attack roll before the end of the next round with 
  1 boon.
  Natural Weapons A lizardman’s fangs count as basic 
  weapons that deal 1d6 damage.
  Level 4 Lizardman Expert
  Characteristics Health +4
  Snapping Fangs The lizardman can use a triggered action 
  on its turn to attack with its fangs.
  Customizing Lizardmen
  The lizardmen have taken on a variety of different 
  forms and breeds over the many centuries. Some were 
  developed due to an evolutionary need, while others 
  are purported to have their roots in the capture and 
  crossbreeding with the native races that trespass into 
  their jungles and swamps.
  Dart Thrower
  Lizardmen sometimes use blowguns with poisoned 
  needles to bring down prey from a distance. One in 
  four lizardmen carry blowguns.
  ATTACK OPTIONS 
  Blowgun (medium range) +1 with 1 boon (1d3 plus Poison)
  Poison The target must get a success on a Strength 
  challenge roll or become poisoned for 1 minute.  
  While poisoned in this way, the target is also impaired 
  and slowed. If the target is already poisoned, it takes  
  1d6 damage from the poison.
  Chameleon Hide
  Some lizardmen have the ability to change the coloration 
  of their hides to blend in with their environments. They 
  tend to serve their tribes as scouts, trap-layers, and 
  hunters. One in ten lizardmen have this trait.
  
  4
  SPECIAL ACTION 
  Camouﬂage The lizardman can use an action to alter its 
  coloration to match its environment. Until the lizardman 
  uses an action or moves, it becomes invisible to 
  creatures more than 5 yards from it.
  Detachable Tail
  One of the more common mutations that appear in 
  lizardmen tribes is the ability for them to detach their 
  tails so that if caught, they can break free.
  SPECIAL ACTION 
  Detach Tail If the lizardman is grabbed, it can use a 
  triggered action on its turn to remove the affliction by 
  detaching its tail. Once the lizardman uses this action, 
  it cannot do so again until the tail grows back, which it 
  does in 1d3 weeks.
  Venomous Fangs
  A holdover from a time when the lizardmen were 
  known as serpent people, these vile lizardmen can 
  inject creatures they bite with venom. 
  ATTACK OPTIONS 
  Venomous Fangs (melee) +4 with 1 boon (1d3 plus Poison)
  Poison The target must get a success on a Strength 
  challenge roll or take 1d6 damage and become poisoned 
  for 1 minute. If the target is already poisoned, it instead 
  takes 1d6 extra damage.
  Extra Arms
  A rare few lizardmen have an extra set of arms 
  emerging from just behind their shoulders. These 
  spare limbs provide all the expected advantages,  
  while also making them deadlier foes.
  INCREASE BY ONE DIFFICULTY STEP
  Health +25
  Climber
  ATTACK OPTIONS 
  Claws (melee) +4 with 1 boon (1d6)
  SPECIAL ATTACKS 
  Claws and Fangs The lizardman can use a triggered action 
  on its turn to attack with its fangs and its claws.
  Variant Lizardmen
  Mutation is quite common among the lizardmen and 
  sometimes these changes in body can result in the 
  emergence of a new species. Here you will find several 
  variations on the lizardmen.
   In addition to the various lizardmen tribes, pockets 
  of serpent people still exist in the world, mostly in 
  hiding and having degenerated as well. For more 
  information on serpent people, see the Shadow of  
  the Demon Lord Freeport Companion.
  Dragonman
  When not reclining in the stinking mud and brackish 
  waters of the Bone Marsh, the ferocious dragonmen 
  prowl the landscape, hunting for fresh meat. These 
  brutish humanoids take special delight in slowly 
  pulling their victims apart and savoring the meat. 
  They eat whatever they can catch, from wildlife to 
  humans to even other lizardmen.
  
  5
  Dragonmen stand ten feet tall and weigh five 
  hundred pounds. Their muscles ripple under their 
  scales, tendons snapping as their arms and legs surge 
  with raw physical might. They use claws and teeth to 
  rend their foes, but can also vomit corrosive juices to 
  bring down tougher prey.
  DRAGONMAN 
  DIFFICULTY 50
  Size 2 lizardman
  Perception 12 (+2); shadowsight
  Defense 13; Health 50; Insanity 1d3; Corruption 1d3 + 1
  Strength 16 (+6), Agility 11 (+1), Intellect 8 (–2), Will 9 (–1)
  Speed 10; swimmer
  Immune frightened
  Rising Fury When a dragonman takes damage, it makes its 
  next attack roll before the end of the next round with 1 
  boon.
  ATTACK OPTIONS 
  Claws (melee) +6 with 1 boon (2d6 + 3)
  Fangs (melee) +6 with 1 boon (1d6 + 2)
  SPECIAL ATTACKS 
  Spew Acid The dragonman spews acid at one creature or 
  object within short range, making a Strength attack roll 
  against the target’s Agility. On a success, the acid hits 
  and deals 6d6 damage. Once the dragonman uses Spew 
  Acid, it cannot do so again until it completes a rest.
  Snapping Fangs The dragonman can use a triggered action 
  on its turn to attack with its fangs.
  END OF THE ROUND 
  Aggressive If the dragonman cannot reach a creature to 
  which it is hostile, it can move up to 2 yards.
  Horned Devil
  The dense forests blanketing Balgrendia conceal 
  many strange and terrible things, from warped faeries 
  to skinchangers, beastmen to mad cultists. Among 
  the more dangerous peoples infesting the shadowed 
  woodland are the horned devils, a breed of lizardmen 
  set apart from their fellows by the many spikes jutting 
  from their heads and brows, multiple rows of razor-
  sharp teeth, gleaming yellow eyes, and dark green 
  and black scales. Horned devils can also squirt blood 
  from their eyes to leave their enemies momentarily 
  blinded.
   Balgrendians believe horned devils are true devils 
  that have escaped Hell to torment the living. Some 
  rural communities in this backwards province make 
  offerings to them, while other, madder, people exalt 
  them as if they were gods. Even the Cult of the New 
  God incorporates horned devils into their religious 
  imagery, presenting them as living symbols of mortal 
  corruption.
  HORNED DEVIL 
  DIFFICULTY 50
  Size 1 lizardman
  Perception 12 (+2); shadowsight
  Defense 17; Health 35; Insanity 1d3; Corruption 1d3
  Strength 12 (+2), Agility 14 (+4), Intellect 8 (–2), Will 9 (–1)
  Speed 10; swimmer
  Immune frightened
  Preternatural Speed The horned devil can take a fast turn 
  and a slow turn each round. In addition, it can use two 
  triggered actions per round.
  ATTACK OPTIONS 
  Spear (melee) +4 with 1 boon (2d6)
  Fangs (melee) +4 with 1 boon (1d6)
  SPECIAL ATTACKS 
  Bleeding Eyes When a creature the horned devil can reach 
  gets a success on an attack roll against the horned devil, 
  it can use a triggered action to spray blood from its eyes. 
  The triggering creature must get a success on an Agility 
  challenge roll with 1 bane or become blinded for 1 round. 
  Once the horned devil uses Bleeding Eyes, it must wait 
  at least one minute before it can use it again.
  Snapping Fangs The lizardman can use a triggered action 
  on its turn to attack with its fangs.
  Indigon
  A peculiar breed of lizardmen claim the coastal 
  wetlands in territory controlled by the Nine Cities. 
  Called indigons for their fine, indigo scales, they 
  look almost human and can pass for humans in dim 
  lighting. A closer look, though, reveals scales, teeth, 
  and slit pupils, betraying their nonhuman nature.
   Any physical traits they may share with humans 
  have done nothing to curb their violent tendencies. 
  Indigons are every bit as aggressive, cruel, and 
  murderous as the rest of their kin. As well, all 
  indigons possess delicate membranes of shiny, scale-
  less skin that connects their arms to their torso. When 
  stretched out, the membrane allows them to glide 
  down from above and take their victims by surprise. 
  INDIGON 
  DIFFICULTY 10
  Size 1 lizardman
  Perception 12 (+2); shadowsight
  Defense 12; Health 15; Insanity 1d3; Corruption 1d3
  Strength 12 (+2), Agility 11 (+1), Intellect 9 (–1), Will 10 (+0)
  Speed 10; climber
  Immune frightened
  Glide When an indigon jumps down or falls, it can 
  stretch its membranes to glide, which lets it land safely 
  regardless of the distance jumped or fallen. As well, the 
  indigon can land in any open space within 10 yards of the 
  space it would normally have landed.
  Sneaky An indigon makes challenge rolls to hide and sneak 
  with 1 boon.
  ATTACK OPTIONS 
  Claws (melee) +4 with 1 boon (1d6)
  Fangs (melee) +4 with 1 boon (1d6)
  SPECIAL ATTACKS 
  Snapping Fangs The indigon can use a triggered action on 
  its turn to attack with its fangs.
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/Monstrous Pages/SotDL - Monstrous Pages - Foulest Reptiles.pdf