Merenoloth (5e Race)
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|“||So are you a demon or devil? Or maybe a Yugoloth even?"||”|
The merenoloths appear as pale, skeletal humanoids, with an almost undead appearance sometimes. They had sunken eyes from which fires burned, and they glowed a fiery red whenever angered, making them appear demonic. Their mouths have bony fangs like that of a demon, but their bite is rather weak. Usually, their choice of clothing is cloaks and long, ragged robes to cover their bodies. Some also bear burial wrappings. Their clothes will appear ancient as a fashion choice, and they favor the shades of red in their clothes.
Merenoloths are also called charonademons. They are appropriately so named for their historical role in ferrying people across the river Styx. It is said they were forced into this role through a contract their ancestors made with night hags in exchange for protection. But they have since developed it into a service, honing their skills and knowledge of the river and its bends and flows. This has made them masters of navigation and they also have a great body of knowledge about the placement of the planes and their alignments to one another along the river. Merenoloths are commonly created by the altraloth Charon, from which they derive their namesake.
While most merenoloth will probably never leave their riverside, some have been known to have gotten lost in their earlier days of ferrying. These merenoloth are few and far between in the Material Realm, with few to call friend or ally. They are extraplanar and utterly uncomfortable when not near bodies of flowing water. Thus, they would typically frequent riverside establishments. Despite being removed from the Styx, they maintain an excellent sense of navigation and mercenary personality. Merenoloths are willing to do almost anything for money, making them ideal guides through rivers. However, they also love to be in control of what they do, and disrespect will rile them to no end.
Merenoloths don't normally use names, as they see themselves as faceless service people wanting to get paid. They adopt virtue names if necessary. They also don't have individual genders although some may attempt to replicate a specific gender.
Names Redemption, Glory, Joy, Chant, Ash, Despair
The intelligent ferrymen of the river
Ability Score Increase. Your Wisdom score increases by 2 and your Intelligence score increases by 1.
Age. These ferrymen tend to be substantiated fully mature from Charon, and can live to 1,000 years of age.
Alignment. Merenoloths are self-serving to the tee. They tend to be neutral or evil.
Size. The ferrymen are not particularly well built, standing somewhere between 5-6 feet generally with a slim body. 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.
Fiendish Legacy. Your creature type is fiend instead of humanoid for the purposes of spells and effects. You are resistant to fire damage, but vulnerable to radiant damage.
Water Manipulator. You know and can cast the shape water cantrip.
Ferryman. You are adroit with your skill on the water. You are proficient with water vehicles. Additionally, whenever you make a Wisdom (Survival) check related to navigation, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Fearful Gaze. Your fiery eyes can strike fear into others when you are enraged. You are proficient with the Intimidation skill.
Languages. You can speak, read and write in Common and Abyssal.
Random Height and Weight
|5′ 0″||+1d12||90 lb.||× (1d4) lb.|
*Height = base height + height modifier