Abyssal Merfolk

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Abyssal Merfolk are an evil aquatic race that dwell in the dark depths of the oceans.

Background

Physical Description: Abyssal Merfolk have the upper bodies of humans and lower bodies of cephalapods, especially octopi. Most Abyssal Merfolk have no hair, but a few have crests or fins on their heads. Many have glowing bioluminescent spots or lures on their bodies or heads. Like ann octopus, Abyssal merfolk have the ability to change the color of their skin to blend in with surroundings. Merfolk have specially adapted gills instead of lungs that can breathe both water and air. Their tentacles and water jet allows powerful swimming, but are equally capable of supporting the rest of the body upright on land as they crawl along. (maybe they shouldnt be able to walk on land, not having bones and all?)


Society: Abyssal Mer live in a state of unbending theocratic tyranny. Almost all Abyssal mer are drafted into the military and the center of each mans life is his barracks. His unit has replaced his family, his officers have replaced his parents. Most menial work is performed by penal battalions of slaves who were either captured in war or demoted from the army as punishment. The desolate wastes of the ocean floor do not offer enough resources to support a civilization. As a result, abyssal mer must constantly raid and plunder the shallower and more fertile regions of the ocean.


Alignment and Religion: A large number of Abyssal Merfolk have a lawful evil alignment, which is well suited to their militaristic and pitiless society. Dagobus is the demigod patron of the abyssal merfolk.


Relations: The long history of war and slavery with other races has created caused fear and hate to be the default reaction reputation with other civilized races. This undercurrent of suspicionmakes relations with other races difficult. Abyssal Mer get along best with dwarves, who rarely have previous knowledge of abyssal exploits.


Adventurers: Abyssal Mer usually become adventurers as part of a religious directive or atonement for some crime. More unusually, military deserters escape from their regimented military life. With no way to return to their former lives, and no friends or allies to rely on, these runaways turn to a life on the road as murderhobos. Abysall Merfolk adventurers are usually martial classes such as fighters, rangers, rogues, clerics, and barbarians.


Racial Attributes

Pathfinder

ability score: +2str +2dex -2cha

Medium: Merfolk are medium creatures and have no bonuses or penalties due to their size.

Slow Speed: Merfolk have a base speed of 20 feet, but are never encumbered by heavy load or armor.

Aquatic: Merfolk gain a swim speed of 30 feet, a +8 racial bonus to swim checks, and can breathe both water and air.

Light Blindness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Grasping tentacles: Abyssal Merfolk receive the improved grapple feat.

Deepsight: Abyssal Mer are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.

Chameleon Skin: Abyssal Merfolk gain a +4 racial bonus on stealth checks


D&D 5E

Related Links

Go back to Merfolk homepage

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Coral Merfolk

Arctic Merfolk