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The Tome Of Drow Lore.pdf - RoseRed

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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

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