Psionic Bestiary12/27/2002

Lizardfolk, Quanak

Lizardfolk, Quanak
Medium-Size Humanoid (Aquatic, Reptilian)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft., swim 30 ft.
AC: 19 (+5 natural, +4 Inertial Armor), touch 10, flat-footed 19
Attacks: Halfspear +2 melee
Damage: Halfspear 1d6+1
Face/Reach: 5 ft. by 5 ft./5ft.
Special Attacks: Psionics
Special Qualities: Poison use
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 13, Dex 10, Con 13, Int 11, Wis 12, Cha 12
Skills: Balance +4, Jump +7, Swim +10
Feats: Inertial Armor
Climate/Terrain: Temperate and warm marsh
Organization: Patrol (2-4), squad (11-20, plus 2 sergeants of 3rd level, and 1 leader of 3rd to 6th level), or tribe (30-100, plus 100% non-combatants, plus one 3rd level sergeant per 10 adults, one 4th-6th level lieutenant per 25 adults, and one leader of 7th-10th level).
Challenge Rating: 2
Treasure: Standard coins, double goods, double items
Alignment: Usually lawful neutral
Advancement: By class

The quanaks are an extended tribe of lizardfolk that have tapped their psionic potential.

Quanaks are usually 6 to 7 feet tall with brown, green, gray, or bluish scales. They use their 3- to 4-foot-long tails for balance. They are excellent swimmers and can hold their breath twice as long as a human. Like normal lizardfolk, they are omnivores who prefer meat, but they have curtailed their desire for human flesh. In fact, they have become more sophisticated than their brethren and have developed trade with other races.

Quanaks speak Draconic and the language of their neighbors, which is usually Common.


Quanaks have mastered small unit tactics, and, with the use of their psionics, tend to be deadly opponents. Other tribes of lizardfolk have learned to leave them alone. They favor the use guerilla warfare: hit-and-run attacks and snare and trap use. Their preferred weapons are halfspears, and many groups have mastered the use of blowguns. Quanaks typically use greenblood oil or spider venom. (Both poisons are described in Chapter 3 of the Dungeon Master's Guide.)

Psionics (Sp): 3/day -- combat precognition, lesser body adjustment, lesser metaphysical weapon. Manifester level 12th; save DC d20 + power level + key ability modifier.

Attack/Defense Modes: At will -- mind thrust/thought shield.

Poison Use: Quanaks are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Skills: Thanks to its tail, a quanak receives a +4 racial bonus on its Jump, Swim, and Balance checks.


The blowgun is a long tube used to propel needles. A needle can deliver poison of either the injury or contact type.

Weapon Cost Damage Critical Range Increment Weight Type
Blowgun 1gp 1 x2 10 ft. 2 lbs. Piercing
- Blowgun needles(20) 1gp -- -- -- * --
* No weight worth noting.

Quanak Society

Quanaks, like their brethren, have a patriarchal society whose primary goal is the propagation of the species. In addition, they also wish to enlighten their barbaric cousins. To accomplish this, they attempt to negotiate with groups of lizardfolk to add them to the quanak tribe. If negotiations fail, they make raids against the lizardfolk, taking the young and females. Because of this practice, the typical quanak dwelling has as many noncombatants as adults, and most of these are nonpsionic females and hatchlings.

Quanaks usually make their homes in swamps and marshes, or in areas with lots of water and vegetation. Their architecture is simple in design, consisting of the local floral, but it blends in with the surroundings. Travelers can come within a hundred feet of a village and never know it was there.

The patron deity of quanaks is Semaunya, whose chief concern is their survival.

Quanak Characters

A quanak's effective character level (ECL) is equal to its class level + 2; thus, a 1st-level quanak psychic warrior has an ECL of 3 and is the equivalent of a 3rd-level character.

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