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LIZARDMAN LIZARDMEN

Lizardman are a scaled and cold-blooded folk who took to the marshes
long before anyone thought to write it down.  They are patient in a way
that unnerves warmer races, and in no hurry to explain themselves.

A Lizardman sees in the dark unaided, carries a heavy tail, and swims as
readily as walking.  They hold still and go unnoticed when it suits
them.  They can also raise a caustic venom in the throat and SPITACID at
an enemy from across the room, and what it lands on does not stay whole
for long.

That tail earns its keep.  A stroke meant to cripple a leg will as often
find the tail instead, and cost its owner far less than it should have.
In time it grows back.

The marsh folk do not take strangers on request.  The right to walk as
one of them is earned, and until it has been the Guild will not perform
the change.

See Also: RACES, CHANGERACE

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