Nonanonymous
2007-10-28, 06:07 PM
Merkolth
The merkolth are a race of planetouched altered from what once was a fey'ri to a bizarre combination of elf and styx dragon.
Physical Description: Merkolth resemble an elf at the right distance, however when one gets closer they notice that the skin is covered with slimy, rusty red scales, the presence of a pair of wings small enough to be useless for flight but that assist it in moving through water, a tail that splits into two long, bladed whips, hair that is a murky combination of blue and purple, and eyes that glow with a lurid yellow light.
Personality: As befits their heritage, merkolth are commonly suspicious, manipulative, selfish, and cruel. Many simply become hired swords for the simple pleasures of wealth and murder, while the more ambitious may become crime lords or attempt to usurp or found a kingdom or noble house. Much akin to styx dragons, they consider fiendish and/or rotting carrion to be a delicacy, and can often be found cannibalizing their own dead.
Relations: Merkolth can generally feign courteous relations with other races, though most of them are quite thorough xenophobes, knowing that their own kind are the least likely to stab them in the back, at least in the middle of the streets.
Alignment: Merkolth are usually evil, and tend toward neutrality. Some may develop a tendency toward good and manage to escape before they are struck down for their weakness, and still others may have been a youth when a war party of elves or their allies raided the town to imprison the rouge elf-breeds. These are, of course, extremely rare instances, given the nature of the species in general.
Merkolth lands: Merkolth tend to thrive wherever there is fetid water, or just a horribly corrupt community. Due to the highly feudal nature of their society, their establishments don't often survive long enough to evade destruction from within or without.
Religion: Merkolth worship whatever vile god or fiend promises them the most convincing rewards for the smallest requisite loyalty, or, alternatively, whichever being elicits the most fear from them.
Abilities and racial features
Merkolth have the following racial traits:
+2 Dex, +2 Int, -2 Wis. Merkolth are graceful and intelligent, but most seem rather mad even in comparison to their Fey'ri brethren.
Medium Size
Outsider: Merkolth are native outsiders.
Aquatic: Merkolth are aquatic humanoids, and have the accompanying sub-types.
Amphibious (Ex): Merkolth can breathe water or air equally well, without limitation.
Merkolth base land speed is 20 feet; their tails and webbed feet are not quite suited to use on land
Merkolth base swim speed is 40 feet. A merkolth has a +8 racial bonus on any swim check to perform some special action or avoid a hazard. A merkolth can always choose to take 10 on a swim check, even if distracted or endangered. A merkolth can use the run action while swimming, provided she swims in a straight line.
Natural attack: A merkolth has a natural bite attack that deals 1d6 damage, a five foot high, five foot wide, 60 ft long line of acid breath attack that deals 2d4 damage for 1 round +1 round/three levels (Usable once per day), and a tail attack that deals 1d6 slashing damage. On a successful tail attack, a free grapple check may be made. On a successful bite attack, the bitten creature must succeed on a fortitude save or contract Stygian Rot, sustaining 1d3 damage to both Con and Cha.
Darkvision up to 60 feet
Low-light vision: Merkolth can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Immunity to disease and poison
+2 racial bonus on Bluff, Hide, Listen, Search, and Spot checks
Elf Blood: For all special abilities and effects, a merkolth is considered an elf. Merkolth, for example, can use or create elven
weapons and magic items with racially specific elven powers as if they were elves.
Automatic Languages: Common, Elven, and Abyssal
Bonus Languages: Infernal, Undercommon, Dwarven, Celestial, Draconic, Aquan, Orc, Goblin, Giant, Gnome. Merkolth are familiar with their hereditary languages, as well as the languages of their enemies, business partners, and slaves.
Favored class: A merkolth's favored class is Sorcerer.
Level Adjustment +2
The merkolth are a race of planetouched altered from what once was a fey'ri to a bizarre combination of elf and styx dragon.
Physical Description: Merkolth resemble an elf at the right distance, however when one gets closer they notice that the skin is covered with slimy, rusty red scales, the presence of a pair of wings small enough to be useless for flight but that assist it in moving through water, a tail that splits into two long, bladed whips, hair that is a murky combination of blue and purple, and eyes that glow with a lurid yellow light.
Personality: As befits their heritage, merkolth are commonly suspicious, manipulative, selfish, and cruel. Many simply become hired swords for the simple pleasures of wealth and murder, while the more ambitious may become crime lords or attempt to usurp or found a kingdom or noble house. Much akin to styx dragons, they consider fiendish and/or rotting carrion to be a delicacy, and can often be found cannibalizing their own dead.
Relations: Merkolth can generally feign courteous relations with other races, though most of them are quite thorough xenophobes, knowing that their own kind are the least likely to stab them in the back, at least in the middle of the streets.
Alignment: Merkolth are usually evil, and tend toward neutrality. Some may develop a tendency toward good and manage to escape before they are struck down for their weakness, and still others may have been a youth when a war party of elves or their allies raided the town to imprison the rouge elf-breeds. These are, of course, extremely rare instances, given the nature of the species in general.
Merkolth lands: Merkolth tend to thrive wherever there is fetid water, or just a horribly corrupt community. Due to the highly feudal nature of their society, their establishments don't often survive long enough to evade destruction from within or without.
Religion: Merkolth worship whatever vile god or fiend promises them the most convincing rewards for the smallest requisite loyalty, or, alternatively, whichever being elicits the most fear from them.
Abilities and racial features
Merkolth have the following racial traits:
+2 Dex, +2 Int, -2 Wis. Merkolth are graceful and intelligent, but most seem rather mad even in comparison to their Fey'ri brethren.
Medium Size
Outsider: Merkolth are native outsiders.
Aquatic: Merkolth are aquatic humanoids, and have the accompanying sub-types.
Amphibious (Ex): Merkolth can breathe water or air equally well, without limitation.
Merkolth base land speed is 20 feet; their tails and webbed feet are not quite suited to use on land
Merkolth base swim speed is 40 feet. A merkolth has a +8 racial bonus on any swim check to perform some special action or avoid a hazard. A merkolth can always choose to take 10 on a swim check, even if distracted or endangered. A merkolth can use the run action while swimming, provided she swims in a straight line.
Natural attack: A merkolth has a natural bite attack that deals 1d6 damage, a five foot high, five foot wide, 60 ft long line of acid breath attack that deals 2d4 damage for 1 round +1 round/three levels (Usable once per day), and a tail attack that deals 1d6 slashing damage. On a successful tail attack, a free grapple check may be made. On a successful bite attack, the bitten creature must succeed on a fortitude save or contract Stygian Rot, sustaining 1d3 damage to both Con and Cha.
Darkvision up to 60 feet
Low-light vision: Merkolth can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Immunity to disease and poison
+2 racial bonus on Bluff, Hide, Listen, Search, and Spot checks
Elf Blood: For all special abilities and effects, a merkolth is considered an elf. Merkolth, for example, can use or create elven
weapons and magic items with racially specific elven powers as if they were elves.
Automatic Languages: Common, Elven, and Abyssal
Bonus Languages: Infernal, Undercommon, Dwarven, Celestial, Draconic, Aquan, Orc, Goblin, Giant, Gnome. Merkolth are familiar with their hereditary languages, as well as the languages of their enemies, business partners, and slaves.
Favored class: A merkolth's favored class is Sorcerer.
Level Adjustment +2