The Dragonlance Nexus

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Elf, Mahkwahb

D&D 3e (3.0/3.5) Rules

by James O'Rance


Medium-size Humanoid (Aquatic, Elf)
Hit Dice: 1d8-1 (3 hp)
Initiative: +1 (Dex)
Speed: 30 ft., swim 30 ft.
AC: 15 (+1 Dex, +4 hide)
Attacks: Longsword +1 melee
Damage: Longsword 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison use
Special Qualities: Alternate form, elven traits, gills, Zeboim's gift
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 11, Dex 13, Con 9, Int 11, Wis 11, Cha 11
Skills: Knowledge (religion) +1, Listen +3, Move Silently +3, Search +3, Spot +3
Feats: Weapon Focus (Longsword)
Climate/Terrain: Any aquatic
Organisation: Solitary, company (2-5), or school (20-40)
Challenge Rating: ½
Treasure: Double standard
Alignment: Usually chaotic evil
Advancement: By character class

The Mahkwahb, or "Elves of the Abyss," are an evil offshoot of the Dargonesti sea elves that dwell in deep fissures on the ocean floor. Exiled by the Dargonesti one and a half millennia ago for unspeakable acts, the Mahkwahb have become twisted and corrupt elves of the dark depths.

Subject to the harsh environment of the pelagic depths, Mahkwahb elves have developed white skin, black hair, and eyes of a reddish cast. The elves' incisors are pointed fangs, and their facial features are harsh and pointed. They are a fearsome, randomly destructive, treacherous, mischievous and savage race. They kill dolphins and Dargonesti on sight.

Mahkwahb speak their own secret language, as well as Dargoi and Dragonspeak.

Combat

Mahkwahb spurn the traditional tridents and spears of the Dargonesti, preferring longswords and shortswords, their blades coated with deadly venom.

Alternate Form (Sp): A Mahkwahb can transform into a shark or manta ray three times per day, with a duration of one hour per level. A Mahkwahb who uses his racial ability to assume the form of a shark acquires the natural size and Strength, Dexterity, and Constitution scores of a shark. He also gains the shark's natural armour, bite attack, swimming speed, and the Keen Scent extraordinary ability. After shifting to shark form, the Mahkwahb is disoriented and may only take partial actions for the following 1d6+6 rounds, and then suffers a -2 penalty to all rolls for 4 additional rounds. However, upon shifting to shark form the Mahkwahb regains hit points as though he had rested for a day.

The elf is still considered a Humanoid, and retains his own Intelligence, Wisdom, Charisma, level and class, hit points (despite any change in his Constitution score), alignment, base attack bonus, and base saves. His new Strength, Dexterity, and Constitution scores may affect final attack and save bonuses, however. He retains his spells, spell-like abilities, and extraordinary abilities, but not supernatural abilities. The elf may not cast spells with material, somatic, or verbal components (but may be able to cast spells affected by the Silent and Still Spell metamagic feats).

All of the elf's equipment (including material components) meld into his new form and becomes nonfunctional for the duration of the effect.

When reverting to his natural form, the character must rest for 5 rounds afterwards. For 2 rounds after this adjustment period, the Mahkwahb suffers a -2 penalty to all rolls.

Elven Traits (Ex): Immunity to sleep spells and effects, +2 saving throw bonus against Enchantment spells and effects, low-light vision (four times as far as a human in dim light).

Gills (Ex): Mahkwahb breathe seawater. Mahkwahb cannot breathe air, but they can remain above water for one minute per point of Constitution before they begin to suffocate, rather than one round per point.

Poison Use (Ex): Mahkwahb often use dragon-eel venom on their weapons (Injury, Fortitude save DC 15; initial and secondary damage 1d6 temporary Strength). The Mahkwahb are experienced with the use of this poison, and run no risk of accidentally poisoning themselves.

Zeboim's Gift (Su): The sea goddess sees to it that not a single Mahkwahb will go to waste. If a Mahkwahb dies, it rises from death as a zombie, ghast, or wight within 1d4 hours. The type of undead depends upon the elf's devotion to Zeboim.

Skills: +2 racial bonus to Listen, Search and Spot checks.

Mahkwahb Society

The Mahkwahb possess a large city in the cliff walls of a dark abyss, complete with fortresses, several temples to Zeboim and one to Takhisis, and an ornate palace. The Mahkwahb sacrifice dolphins to Zeboim regularly, and enjoy the feasting of dolphin and whale meat that follows.

The Overlord, a powerful elf who rises to power by killing all other claimants to the throne, rules the Mahkwahb. Every decade, there is a three-day free-for-all as the Overlord accepts challenges from aspiring politicians who desire to rule. Mahkwahb society is stratified, with wealth being the gauge of how important someone is. Mahkwahb homes are rich in ornate furnishings, gold and steel coins, gems, and other valuables.

Mahkwahb Characters

The favoured class of the Mahkwahb elves is sorcerer, and most aspirants to the Overlord's throne are multiclassed barbarian/sorcerers. Many Mahkwahb are clerics of Zeboim, and have access to the domains of Animal, Chaos, and Water.

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