Marrutact
A people known as the marru once lived and warred in the world, but their civilization has long since passed into the waste, devastated and destroyed by internecine wars of terrible magnitude. As a result of these so-called Flesh Wars, the marru turned to a little-understood art called spawncraft, and in so doing created living weapons to wage their battles. These spawncrafted creatures have come to be known collectively as the spawn of marru, but are more commonly referred to as marruspawn. The marru were advanced in other areas as well, but all their arts couldn't save them from destroying themselves. However, marruspawn linger on in forgotten and blasted wastelands across many worlds.
The marrutact commands by birthright, ordering the lesser marruspawn subraces as it desires. The sign of a marrutact's authority is the staff it wields, a symbol of the forgotten spawncraft lore that raised desert jackals to a race of intelligent creatures of amazing ability. Lesser marruspawn rarely question the decrees of a marrutact, though among themselves marrutacts scheme and argue, each eager to put itself forward as the supreme commander of all surviving marruspawn.
Ability Adjustments: +2 Dexterity, +2 Constitution, +8 Intelligence, +8 Wisdom, +6 Charisma
Favored Class (Sorcerer): A multiclass Marrutact's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.
Special Abilities:
- Medium creature
- 30' base speed
- Level Adjustment: +3
- 7 Racial Hit Dice of Monstrous Humanoid
- Low light vision
- Natural armour +4
- Fire resistance 5
- +4 Listen
- Spell Resistance 9 + Hit Dice
- Howl of Healing - 1/day howl to heal other marruspawn
- Monstrous Humanoid: Marrutact count as Monstrous Humanoid for the purpose of spells.
- Sorcerer Casting: Marrutact cast spells as a 5th level sorcerer at maximum hit dice (7)
Racial Feats |
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Howl of Healing |
Low-light Vision |
Improved Skill Affinity (Listen) |
Monstrous Humanoid |
Natural Armor 4 |
Resist Fire 5 |