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Murtocs LURLOCS ARE AN AMPHIBIOUS, BIPEDAL humanoid race that inhabits riverbeds, lakeshores, and beaches. Their bodies are bulbous, their skin coated in slime, and their big mouths are filled with rows of sharp teeth. Murlocs’ height ranges from 3.5 feet to 6 feet. Their colors range from turquoise to darkish grey. ANCIENT ORIGINS Despite the misconception that murlocs are a relatively new race, ancient records speak of deep-sea Mur'gul who existed in times long past. These Mur'gul were enslaved by nagas in ancient times, suggesting a deeper history than commonly believed... SocreTaL ROLES Murlocs have predetermined roles in their society, determined by the color of their skin, bodily features, and natural abilities. These roles are assigned from birth, shaping the individual's place within murloc society. INTELLIGENT AND ADAPTABLE Although murlocs are thought to be less intelligent than other races, recent observations have cast doubt on this notion. Murlocs are remarkably adaptive creatures, living happily in a variety of habitats that contain water. ‘Their social structure is really well thought out, and they are very skilled at fighting, hunting, and spying. ‘Their battle tactics are also surprisingly coordinated and effective. Murioc NAMES Murloc names often reflect the unique sounds of the murloc language, consisting of gur¢les, clicks, and croaks. Some examples of murloc names include Firggill, Bmurgrél, Bjorgie, Gibgiréla, Fllrrgly, Murgigll, ‘Slragillbr, Splurla, Gurgbrérl, or Gibblelgr. Muroc TRAITS Ability Score Increase. Your Dexterity score increases by 2 and one other ability score of your choice increases byl. Age. Murlocs mature quickly, reaching adulthood by age 11. They have relatively short lifespans, rarely living beyond 55 years. ‘Size. Murlocs vary widely in size, with some individuals standing as short as 3.5 feet and others towering at 6 feet tall. When you select this race, you can choose whether your character is Small or Medium in size, ‘Speed. Your base walking speed is 30 feet if you choose to be Medium in size. If you choose to be Smalll in size, your base walking speed increases to 35 feet. Alignment. Murlocs tend to be chaotic, living by their own rules and customs. They are often driven by their instincts and desires rather than any strict code of conduct, Darkvision (Optional). You can see in dim li 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Amphibious. You can breathe both air and water. ‘Natural Swimmer. You have a swimming speed of 30 feet. If you choose to be Small in size, your swimming speed increases to 35 feet. Murloc Weapon Training. You are proficient with spears, tridents, and nets. Additionally, these weapons have the Finesse property when you wield them. Languages. You can speak, read, and write Common. and Murloc. Murloc is a language made up of clicks, gurgles, and other aquatic sounds, making it difficult for non-murlocs to understand. ‘Subraces. When creating a Murloc, you have to choose one of its three subraces. Choose from Huntsman, Nightcrawler, or Tidecaller. MurLocs humanoid race that inhabits riverbeds, lakeshores, and beaches. Their bodies are bulbous, their skin coated in slime, and their big mouths are filled with rows ) of sharp teeth. Murlocs’ height ranges from 3.5 feet to 6 feet. Their colors range from turquoise to darkish grey. ANCIENT ORIGINS Despite the misconception that murlocs are a relatively new race, ancient records speak of deepsea Mur’gul who existed in times long past. These Mur'gul were censlaved by nagas in ancient times, suggesting a deeper history than commonly believed. SoareTat Rotes ‘Murlocs have predetermined roles in their society, determined by the color of their skin, bodily features, and natural abilities. These roles are assigned from birth, shaping the individual's place within murloc society. INTELLIGENT AND ADAPTABLE Although murlocs are thought to be less intelligent than other races, recent observations have cast doubt on this notion. Murlocs are remarkably adaptive creatures, living happily in a variety of habitats that contain water, ‘Their social structure is really well thought out, and, they are very skilled at fighting, hunting, and spying. ‘Their battle tactics are also surprisingly coordinated and effective. Murtoc NaMEs ‘Murloc names often reflect the unique sounds of the ‘murloc language, consisting of gurgles, clicks, and croaks. Some examples of murloc names include Firagill, Brurgrg, Biorgie, Gibglrgla, Filrdly, Margi, ‘Sirggilibr, Splurla, Gungbrér, ot Gibblelgr. Murtoc Traits Ability Score Increase. Your Dexterity score increases ‘by 2 and one other ability score of your choice increases byl. Age. Murlocs mature quickly, reaching adulthood by age 11, They have relatively short lifespans, rarely living beyond 55 years, Size. Murlocs vary widely in size, with some individuals standing as short as 3.5 feet and others towering at 6 feet tall. When you select this race, you can choose ‘whether your character is Small or Medium in size, ‘Speed. Your base walking speed is 30 feet if you choose to be Medium in size, If you choose to be Small in size, your base walking speed increases to 35 feet, Alignment. Murlocs tend to be chaotic, living by their ‘own rules and customs, They are often driven by their instincts and desires rather than any strict code of. conduct. Darkvision (Optional). You can see in dim light within 60 feet of you as ifit were bright light, and in darkness as if it were dim light, You can't discern color in darkness, only shades of gray. Amphibious. You can breathe both air and water. Natural Swimmer. You have a swimming speed of 30 feet. Ifyou choose to be Small in size, your swimming speed increases to 35 feet. ‘Murloc Weapon Training, You are proficient with sspears, tridents, and nets. Additionally, these weapons have the Finesse property when you wield them. Languages. You can speak, read, and write Common ‘and Murloc, Murloc is a language made up of clicks, ‘gurgles, and other aquatic sounds, making it difficult for non-murlocs to understand, ‘Subraces. When creating a Murloc, you have to choose ‘one ofits three subraces. Choose from Huntsman, Nightcrawler, or Tidecaller. Mourioc HuNTSMAN Murloc Huntsmen are easily distinguished by their orange or sky blue skin, which stands out among their peers. From the time they can walk, they are trained to be skilled hunters, mastering the technique of tracking, ambushing, and catching prey. Their abilities go beyond ordinary survival; Huntsmen have a thorough awareness of the natural world, allowing them to thrive in a variety of habitats. The most notable of their abilities is their extraordinary dexterity with nets. Murloc Huntsmen have perfected this expertise, creating ingenious methods and techniques to catch their targets with incredible precision. Whether by mechanical skill or magical enhancement, their nets are extremely effective, allowing them to secure their prey. HUNTSMAN TRAITS Hunter's Aptitude. You gain proficienc skill the Survival Netweaver's Secrets. As a Murloc Huntsman, you were able to identify weaknesses of nets and eliminate them, During a long rest, you can mechanically or magically enhance a number of nets you own equal to your proficiency bonus, Each enhancement requires a specific amount of gold in materials, as indicated in parentheses. You can choose up to three enhancements for each net, increasing to four at 3rd level and five at Sth level. ‘+ Extendable (7 silver). The effective range of this net is increased to (15/45). Additionally, throwing this net from melee range doesn't impose disadvantage on the attack roll. ‘+ Reinforced (1 gold 2 silver). The AC of this net is increased to (11 + your proficiency bonus). Moreover, this net can only be destroyed by dealing G times your proficiency bonus) slashing or fire damage to it. ‘© Secure (6 silver). The DC for a creature caught in net to be freed is increased to (8 + your Dexterity modifier + your proficiency bonus). Additionally creature can use Athletics or Acrobatics to fret or another creature. + Barbed (1 gold 5 silver). A creature takes (1d4 + your proficiency bonus) piercing damage at the start of its turn ifit is caught in this net. If this net also has the Ethereal enhancement, the damage is considered magical + Ethereal (25 gold). This net can also be used on formless creatures. + Colossal (3 gold 9 silver). This net can also be used on creatures of Huge or Gargantuan size. ‘+ Confining (4 gold 6 silver). A creature caught in this, net can’t use reactions,

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