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230<br />
<strong>The</strong> Sulzthul, also known as the aquatic drow, still<br />
strongly resemble other drow, though there are enough<br />
differences that the two races can be easily distinguished<br />
from one another. <strong>The</strong>ir skin, while black, gleams with<br />
mucus, and has an almost translucent quality to it. <strong>The</strong>ir<br />
ears are less pronounced than those of other drow, and<br />
are flattened against the head on either side. <strong>The</strong>ir hair<br />
remains white, often with a subtle tint of green, growing<br />
not just from the head of the drow but also in a ridge along<br />
the spine. Lastly, their fingers and toes are webbed at the<br />
first knuckle, giving them a slight benefit for swimming.<br />
<strong>The</strong> Sulzthul are not water breathing, still relying on air for<br />
their survival. However, the changes the aboleth wrought<br />
on them allow the aquatic drow to remain underwater for<br />
as long as 12 hours before they are forced to return to the<br />
surface to breathe. In recent generations, some Sulzthul<br />
have been born with nascent gills, a sign that the changes<br />
begun by the aboleth are continuing and that the Sulzthul<br />
are steadily becoming a more and more alien species from<br />
their origins. <strong>The</strong>se gills do not make the Sulzthul a truly<br />
aquatic creature, as they are too underdeveloped to fully<br />
support breathing, but they double the amount of time a<br />
Sulzthul can spend underwater to 24 hours.<br />
<strong>The</strong> Sulzthul are extremely paranoid and xenophobic.<br />
<strong>The</strong>ir long years of enslavement by the aboleth have made<br />
them intensely distrustful of outsiders, even other drow.<br />
<strong>The</strong>y do not accept authority well, making governance<br />
exceptionally difficult, and would never submit to any non-<br />
Sulzthul. <strong>The</strong> Sulzthul reject all gods and all religions,<br />
believing that any entity which allowed them to suffer the<br />
fate they did is unworthy of worship.<br />
It is commonly thought that the aboleth used the lessons<br />
learned in creating the Sulzthul to go on to create the race<br />
of skum.<br />
Combat<br />
In combat, the Sulzthul use their aquatic nature to its<br />
best advantage against land-based enemies. <strong>The</strong>y prefer<br />
weapons with reach in such encounters, using them to<br />
pull their enemies into the water and drown them there.<br />
<strong>The</strong> Sulzthul are at a disadvantage against most aquatic<br />
creatures, and prefer to fight them with overwhelming<br />
numbers.<br />
Damage Reduction (Ex): <strong>The</strong> skin of the Sulzthul is<br />
thicker and tougher than the skin of their land-based<br />
cousins, granting them damage reduction of 1/-.<br />
Poison (Ex): <strong>The</strong> Sulzthul have learned to create a number<br />
of deadly poisons from the creatures that share their aquatic<br />
environment, and use them frequently against their foes.<br />
Sulzthul Traits (Ex): <strong>The</strong> Sulzthul have retained many of<br />
the traits of the drow, but have some additional abilities<br />
gained from their transformation by the aboleth.<br />
� +2 Dexterity, -2 Constitution, +2 Intelligence, +2<br />
Charisma<br />
� Darkvision out to 120 ft.<br />
� Spell resistance equal to 11 + class levels<br />
� Spell-Like Abilities: Sulzthul can use the following<br />
spell-like abilities once per day: dancing lights,<br />
darkness, faerie fire, water breathing (self only). Caster<br />
level equals the Sulzthul’s class levels.<br />
� Immunity to sleep spells and effects, and a +2 racial<br />
saving throw bonus against enchantment spells or<br />
effects.<br />
� +2 racial bonus on Listen, Search and Spot checks.<br />
A Sulzthul does not possess the elven ability to make<br />
a Search check when passing within 5 ft. of a secret<br />
or concealed door. A Sulzthul has a +8 racial bonus<br />
on any swim check to perform some special action or<br />
avoid a hazard. He can always choose to take 10 on a<br />
Swim check, even if distracted or endangered. He can<br />
use the run action while swimming, provided it swims<br />
in a straight line. *Sulzthul also have a +4 racial bonus<br />
to Hide, Listen and Spot while in the water, which<br />
works in addition to their base elven bonus to Listen<br />
and Spot.<br />
� Weapon Proficiency: A Sulzthul is automatically<br />
proficient with the short spear, the sling and the trident.<br />
This trait replaces the drow’s weapon proficiencies.<br />
� Light Blindness: Abrupt exposure to bright light (such<br />
as sunlight or a daylight spell) blinds Sulzthul for one<br />
round. On subsequent rounds, they are dazzled as long<br />
as they remain in the affected area.<br />
� Water Dependence: Sulzthul cannot remain outside the<br />
water for long before their skin begins to dry, causing<br />
first irritation, then pain. After one hour, the skin begins