Merdwarf (5e Race)
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|“||WHAT ARE YOU LAUGHING AT?!||”|
Their skin comes in many different colors, but are usually either mottled shades of blue, green, or brown, or shades of dwarf skin tones. The merdwarves have a broad lightly colored patch of skin along their bellies and faces, and a darker patch up their backs and along the back of their heads. Along with these broad patterns, merfolk usually have natural designs in their skin, swirls and spots of color along their bodies. Merdwarf skin occasionally has some vestigial scales, but mostly feels similar to the skin of humans. There is a slight layer of oil on their skins that helps keep them moist out of the water and to move quickly in the water. Like most merfolk, the merdwarves have large fins that run down their lower arms and legs and up their back, necks, and heads that can be flexed and extended at will. Their legs can change between a tail for swimming and legs for walking. The fins on their heads look superficially similar to hair when flaccid and males may have fins on their chins resembling beards.
Merdwarves are the offspring of dwarves and merfolk. They first started showing up when dwarves would mine close to the water and the standing merfolk would get curious and move closer, the dwarves would either ignore them or talk to them. Despite the proximity, these unions took a while to happen since dwarves normally find creatures like mermaids too impetuous and whimsical, like elves. However, they established favorable relations over symbiotic trade of underwater materials and forge techniques, which blossomed into a well-grounded community. These new creatures would look much like their aquatic ancestors, but were much shorter and stockier.
They have different cultures depending on their sub-race, but all are set up in tribal ways. Merdwarves with both their land and water parents go with their aquatic parent with visit their land bound parent often until they are 15 years old in human years then they get to pass between land and sea as they please.
Merdwarves have a greater need for water than other races when they are away from the coasts they often drink more than others or take long baths, many simply stand outside in the rain. This connection with the water also makes them uniquely sensitive to extremes in temperature unless otherwise stated.
Their names come from Aquan and Dwarvish traditions. Unlike the usual dwarves, their names are not tied down to clans.
Male: Throzas, Minbaeg, Daloros, Yosuzes
Female: Dellasen, Othwalsia, Bhaddelyn, Nebruleni
Ability Score Increase. Your Constitution score increases by 2.
Age. Merdwarves reach maturity at 250 and, on average, live to be 1,000.
Alignment. These humanoids tend to be lawful neutral, but can be lawful any alignment or neutral any alignment because of their heritage.
Size. They can reach anywhere around 4 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 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.
Dwarven Resilience. You have advantage on saving throws against poison, and you are resistant against poison damage
Tail Legs. As an action, you can change your legs to a fish tail and vice versa. When you change your legs to a tail, your walking speed becomes 0 but you gain a swimming speed of 30 feet.
Dwarven and Merfolk Training. You have proficiency with handaxes, throwing hammers, nets, halberds, and tridents.
Languages. You can speak, read, and write Common, Dwarvish, and Aquan.
Random Height and Weight
|4′ 0″||+1d8||140 lb.||× (1d6) lb.|
*Height = base height + height modifier