27 March 2013

"Rasp" - Merrowman Scavenger

My 1st level native for tonight's HMS Apollyon game:

Merrowman Scavenger 1 Age: ?? Gender: ??   HP: 5  AC: 3

  • STR: 08  DEX: 16  CON: 14  INT: 11 WIS: 12 CHA: 10


  • Breath: 14  Poison: 14  Petrify: 13  Wands: 15  Spells: 13


  • Survival-2;  Light Armor-2;  Animal Handler-1;  Awareness-1


  • 1d8-1 Living Tooth Club
  • 1d6-1 Bone Spear
  • 1d6      8 x Cane Javelin with Tooth tip


  • Coat of Teeth (AC 6)


  • Self-Filtering waterskin
  • 1 week's worth of mushroom loaf and seaweed cakes
  • 1 bag of peppermints
  • 2 flasks of Merrowman mutagen
  • 1 potion of Scabrous Healing 
  • 10' bone pole
  • Harness covered with pouches
  • Necklace with opalescent living fish eye ( $15)

Special Abilities:

  • Regeneration - Merrowmen's natural resilience is a result of their extraordinary connection to life magic.  This is perhaps because they are descended from a psychic predator, the Merrow, and like their maternal ancestors Merrowmen can feed on the psyche of other sentients, though except in the case of the most powerful shamans (who use a horrifying ritual spell akin to some undead's life draining to enhance their size, strength and power), they only do this in their sleep by feeding on tiny slivers of the dreams of other sleepers around them.  This leads to Merrowmen having very interesting dreams, including ones that reveal occasional knowledge from the minds of others.  This strange ability grants a significant advantage, Merrowmen regenerate while sleeping, not quickly or in the flashy manner of a troll, but completely and steadily.  Merrowmen heal at twice the normal rate while resting, and even more importantly, even mutilating injuries (such as the loss of a limb) will heal if a Merrowman slumbers deeply enough.  In game-play terms a Merrowman can regenerate a lost limb or other serious injury  in 1D4 weeks of coma like slumber.  Assume the player must miss one session for each week

Rasp went into the dungeon with this...