race features:
Bite
You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Hungry Jaws
You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Natural Armor
You have tough, scaly skin. When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Cold-Blooded
Lizardmen are vulnerable to cold damage, but resistance to fire damage. They also become sluggish in cold weather, taking a -1 modifier to DEX skill checks if cold. But they will become energetic in hot weather and have +1 modifier to DEX skills checks in heat.
Natural Acrobat
You have proficiency in the Acrobatics skill.
Lizardmen in northern Omrik are paler scaled, whilst those in southern Omrik and Olivia are dark scaled. Their scales can vary between yellows, golds, browns, or even greens in rare cases. They also have a tail that has mobility but not useful as a third limb.