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Saurians are an ancient, noble race evolved from dinosaurs. The saurians are slow to adapt and lost much of their race during the last great catastrophe. Now scattered across a colder, unforgiving world, saurians maintain as much of their traditions as possible while acknowledging their status as a dying breed. The typical saurian is stubborn, stoic, and resolute.

Physical Description. Saurians are taller and bulkier than humans and have several distinct sub-species. Most of their bodies are covered in a thick leathery hide that is heavily creased, while few have fine colored scales. Saurians don’t like to wear too much clothing and prefer simple loin cloth or heavy furs in cold weather.

Society. Saurians are solitary creatures, although small bands occasionally gather in an isolated tribes. The changing climate and increased numbers of the other tribes has weeded out the weakest among them, leaving the solitary saurian to practice the martial or arcane discipline that helped their ancestors evolve.

Relations. Saurians can take a paternalistic view towards other races, as they see themselves as the epitome of a discipline or lifestyle and they want to impart their wisdom on the younger races. Unfortunately, this is likely misunderstood and is mistaken for arrogance or stubbornness (although it is true in some cases). Saurians don’t get along well with chaotic races, as they tend to lack the comfortable predictability that saurians thrive on.

Alignment and Religion. Saurians have little use for religion; they feel that their gods lie in the hearts of the dinosaurs slowly dying from the lands. Saurians instead pledge themselves to philosophies, and it is through these philosophies that some saurians manifest divine powers. Most saurians are lawful and feel that their tribes fell due to chaos.

Adventurers. Saurians adventure for a variety of reasons, usually related to their class. Saurian go to battle to hone their skills and defend the weak. Saurians tend to have small skill sets tempered with a healthy dose of honor.

Male Names. Esslen, Cerek, Raoss, Ssalarn

Female Names. Fessel, Katark, Orsissa, Ussu

Racial Traits

  • Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score by 1.
  • Age. The typical saurian lives much longer than humans, up to approximately 200 years, and matures at roughly 20 years old. However, many saurians are dying before they reach 100, and their population is dwindling.
  • Alignment. Saurians are prone to all alignments, but shy away from chaotic alignments, as chaos makes one prone to foolish risks.
  • Size. Saurians are naturally very large, and can range from 6 to 7 feet on average, and normally weigh over 250 pounds. Your size is medium.
  • Speed. Your base walking speed is 30 feet.
  • Dense. You have advantage on Constitution checks.
  • Physicality. You are proficient in the Athletics skill.
  • Powerful Build. You count as one size bigger when determining your carrying capacity, and the weight you can push, drag, or lift.
  • Tail. You have advantage on Athletic and Acrobatics checks related to balance or stability. As a bonus action, you can make a tail attack. This attack has the finesse trait, and deals 1d4 bludgeoning damage. You do not add your ability score damage to this attack until you reach character level 10.
  • Languages. You can speak, read, and write Common and another language of your choice.


The saurians are a varied species that has evolved from a diverse range of creatures. Each of them offers a powerful evolutionary advantage that makes each type valued by the tribes in which they reside. Choose one of the following subraces.

Sub-Race: Big Teeth

Descended from predatory creatures, big teeth are the dangerous hunters and fighters among the saurians. They tend to have skin coloration that denotes danger, or paint themselves to accentuate their power.

  • Ability Score Increase. Your Strength score increases by 1.
  • Darkvision. 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 cannot discern color in darkness, only shades of gray.
  • Bite. You have a bite attack that deals 1d6 + Strength modifier damage. At level 5, you can use your bonus action to make a bite attack. If you do, you do not add your Strength modifier to damage.

Sub-Race: Big Stomper

Big stompers are larger than most humanoid creatures, and are fierce combatants. However, they are content to partake of two of their favorite activities; meditation and eating. Though hard to rouse, big stompers can become dangerous if they are interrupted from either of these activities, or if they perceive that the tribe’s children threatened.

  • Ability Score Increase. Your Constitution score increases by 1.
  • Resist Grapple. You have advantage on checks and saving throws to avoid the grappled condition.
  • Thunderstomp. You can stomp as an action. Any creature within 5 feet of you must succeed on a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier).

Those who fail have their movement speed halved until the end of their next turn. Those who fail by 5 or more fall prone. You can use this once, and regain the ability to do so after finishing a short rest.

Sub-Race: Tough Skin

Though normally assigned to hard labor, tough skins are adept to act as defenders. Most are reticent and content to toil for the tribe, but some become bullies, and are ostracized from the tribe, sent off to find perspective among the world. Some of these wanderers find purpose, while others are only further toughened and jaded by the savage world that awaits them.

  • Ability Score Increase. Your Constitution score increases by 1.
  • Tough Scales. Your Armor Class when not wearing armor is 13 + your Dexterity modifier. If you are wearing light or medium armor, your Armor Class is increased by 1. Armor never reduces your speed.
Section 15: Copyright Notice

Simple Settings: Savage Lands. © 2018, Fat Goblin Games; Author: Rick Hershey, Ismael Alvarez