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The Marshmen of the Marsh of Madness

The Marshmen, as they are known, are crocodile-like humanoid creatures with razor-sharp fangs and scaly skin. They are an ambush predator, lying in wait for unsuspecting travelers who venture too close to their marshy home. The Marshmen have been known to be fiercely territorial and xenophobic, attacking anyone who enters the marsh boundaries uninvited. However, their attitude towards outsiders is not entirely hostile; some brave explorers have managed to establish trade relationships with them. To those few traders who manage to gain access to the tribe's secrets, the Marshmen can offer valuable resources such as rare gems or herbs found only in their lands of Scylla.   Though fearsome and dangerous, the Marshmen also have a spiritual side. They worship totem poles and carry out elaborate rituals when one of their own passes away. In addition to religious practices, the Marshmen are quite social, with a wealth of food gathered from their marshy domain. These warriors may be fierce, but they have been known to show kindness to outsiders who take the time to understand them.   The Marshmen remain largely obscure and enigmatic creatures due to their reclusive nature in the marsh of madness along the southern shores. However, despite their apparent hostility towards outsiders, these crocodilian warriors can offer valuable resources found only in their lands – if you’re brave enough to gain access!
  • Size: Small
  • Speed: 25 ft. Swim 30 ft.
  • Stat increase: +2 to Strength, +1 to Constitution, +1 to Intelligence
  • Languages: You can speak, read, and write Temminski
  • Hold Breath: You can hold your breath for up to 1 hour at a time. Marshmen aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
  • Natural Armor: Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
  • Shell Defense: You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
  • Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Hungry Jaws: In battle, you can throw yourself into a vicious 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 (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

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