Players looking for information on new campaigns should find their campaign page in the Book of Mondevai

Reptilians

A D&D Campaign Setting
(Redirected from Yuan-ti)
A dravon, dragonborn, and yuan-ti.

Large and intimidating, the Reptilian nations compete with each other for their lost heritage.

Tibanese are proud, honor-bound draconic humanoids. They primarily live in autonomous city-states, and are tied to the enclaves their ancestors claimed.

On the edge of the underdark live the Marrans, superior tradesmen with a lineage mixed with basilisks. Knowledge is king in Marran society, and hundreds of expeditions of this nation are present throughout the world at any one time.

The Zantaashi, mostly yuan-ti, are a caste oriented country in the Mirelands. Their kingdom looms within the marsh, housing artifacts of great power. From here, the yuan-ti head their search for more remnants of the lost age before chaos.

Formerly a great nation, the Turathi are a scattered people, destroyed after a great war with the Marran empire. Their scales tend to have a reddish tint, perhaps from the desert sun, or perhaps due to their alleged relationship with devils...

Names

The reptilian races have personal names given at birth, but they put their surnames first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit. Different names are in fashion depending on the nation you hail from.

Free States of Tiban

Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh. Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Flavilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kier, Kimbatuul, Linxakasendalor, Myastan, Mahjer, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit

Holy Kingdom of Zantaashi

Male Names:
Female Names:
Clan Names:
Male Names: Adrian, Alexander, Constantin, Cristofor, Damian, Doriel, Gabriel, Ignatie, Lucian, Mihail, Nicolae, Petre, Silvestru, Tomic, Tudor, Viorel, Virgil, Vlad
Female Names: Adelina, Alexandra, Catalina, Doina, Elenuta, Gabriel, Ioana, Liana, Marie, Natalya, Reveka, Sophie, Tereza, Zaharia
Clan Names:
Male Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai
Female Names: Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta

Traits

Your reptilian heritage manifests in a variety of traits you share with other Lizardfolk.

Ability Score Increase
Your Charisma score increases by 1.
Age
Young Lizardfolk grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Alignment
Lizardfolk tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most Lizardfolk are good, but those who side with evil can be terrible villains.
Size
Lizardfolk are taller and heavier than humans, standing well over 6 feet tall. Your weight typically depends on the subspecies you belong to. Your size is Medium. Females tend to be a bit larger than their male counterparts.
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common and Undercommon.

Subraces

Choose one of these subraces:

Draconic (Dragonborn)

Ability Score Increase
Your Strength score increases by 2.

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the type, as shown in the table. Damage Type Breath Weapon Lightning 5 by 30 ft. line (Dex. save) Acid 5 by 30 ft. line (Con. save) Fire 15 ft. cone (Dex. save) Cold 15 ft. cone (Con. save)

Breath Weapon
You can use your bonus action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Damage Resistance
You have resistance to the damage type associated with your draconic ancestry.

Serpentine (Yuan-ti)

Ability Score Increase
Your Dexterity score increases by 2.

Venomous Spit. You can use your bonus action to spit a 5 by 20 ft. line of poison. When you use this action, each creature in the area of the exhalation must make a dex. saving throw. The DC for this saving throw equals 8 + your Dexterity modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your spit, you can’t use it again until you complete a short or long rest.

Darkvision
Accustomed to caves and the dark underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Damage Resistance
You have resistance to poison and acid damage.

Basilican (Dravon)

Ability Score Increase
Your Intelligence score increases by 2.

Gaze Weapon. You can use your bonus action to glare in a 20 ft. cone. When you use your gaze weapon, each creature that can see in the area must make a wisdom saving throw. The DC for this saving throw equals 8 + your Charisma modifier + your proficiency bonus. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected and gains advantage on any future attempts to save this action against you. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect, the spell ends. If it fails its saves three times, it is petrified for 1d10 rounds. After you use your gaze, you can’t use it again until you complete a short or long rest.

Steel Mettle
You have resistance to psychic damage and advantage to resist gaze attacks.
Darkvision
Accustomed to caves and the dark underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.