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  REMARKABLE RACES SUBMERGED 
  THE MRAWGH (AQUATIC MAHROG) 
  A New Player Character Race for use with the Pathfinder® Roleplaying Game and 
   the Cerulean Seas Campaign Setting© 
   
  !
  Author 
   Emily E. Kubisz 
   
  Interior Illustrators 
  Julia McCroft 
  Minenhle Anashe 
  Jessica Winters 
  Tadao Kuma 
  Giorgio Perugino 
  Tim Adams 
   
  Cover Artist 
   Julia McCroft 
   
   
   
  Editors 
  Steven O’Neal 
  Patricia Taylor-Kubisz 
   
   
  Layout & Design 
  Tim Adams 
  Grace Jackson 
   
  Special Thanks to: 
  Ofelia J. Kubisz 
  Magnus A. Kubisz 
  Team Draconis 
   
  !
  ALP-RRS05: 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG Bestiary, Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR. 
  Mahrog, Mrawgh & Remarkable Races © 2009, 2016 Alluria Publishing. All rights reserved. 
  Cerulean Seas Campaign Setting. Copyright 2010, Alluria Publishing. All rights reserved. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as 
  Open Game Content are not included in this declaration.) 
   
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Alluria Publishing 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any form without written permission. 
   
  
   
   
   
   
   
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  Remarkable Races Submerged:  
   
   
   
   
   
   
   
   
   
   
   
   
  The Mrawgh 
  
   
   
   
   
   
   
   
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  We were here when the drylanders began their 
  age of iron. We watched them toil at war and ruin. 
  Like ravenous sharks they ravaged the world 
  around them, destroying, pillaging, and bringing 
  so many to extinction. We would be among those 
  numbers if it were not for Mahra. This was the 
  first intercession, but not the last. The scourge of 
  the drylanders lasted a dozen millennia. We 
  quietly went about our ways, secluded. We were 
  of nature, but not of the sea. And then the 
  floodwaters came. 
  Mahra wept for her people, for she knew all the 
  land would perish. Her tears were amongst the 
  tears of the gods of the other drylanders, the ones 
  who became callous to the ways of nature and of 
  the sea. From these tears a mighty deluge formed. 
  In the last hours of dry land, the inhabitants 
  fought one another with all that they conceived. 
  They battled the waves too. They built boats, they 
  cast their magic, and they prayed their prayers, all 
  to no avail. My people simply sat and waited for 
  the inevitable. We accepted our fate. Our time 
  ended long ago. 
  Then, to Mahra, a revelation. She became one 
  with the primordial essence that made her. She 
  knew then that our world had come again full 
  circle. The land would return to the sea from 
  whence it came. Life would move back to the sea 
  as it did when the world was young, even before 
  Mahra’s time. Eons before our time; a forgotten 
  age when nature's teeth were still coming in. The 
  waters had not yet birthed shark or crocodile, yet 
  there was bountiful life. Mahra found our 
  salvation in this time. 
  And while the sea doused our bones and bodies, 
  drowned our mortal forms, and claimed every last 
  of us, our souls lived on. We were reborn to the sea 
  in ancient forms. Though our valley became a 
  darkly submerged abyss, our lives began anew in a 
  beautiful lagoon. Our bodies were built from 
  primordial scales.  Our lagoon became a harbor 
  for this ancient life as well. Lost for a thousand 
  thousand ages, fishes and slugs and crawlers from 
  the vernal sea flourished in our new territory. 
  And yet, in all the fury it took to save our 
  people, Mahra herself perished. In bringing us to a 
  time before gods and war, she had sacrificed 
  herself so that we may live. We live on as a 
  testament to Mahra's will: that the world is 
  preserved, that every age be built not on the ruins 
  and extinction of the one before it, but beside it.  
  We cannot learn from a past that we do not 
  remember. Allow the mrawghs to show you a 
  simpler time, when civilization was not so far 
  removed from the life of the shark or the crocodile. 
  When you learn this, when we are sure all 
  understand the folly of the drylanders, then and 
  only then, will we see all the ages of the world 
  come together. In all the great annihilations of the 
  world, there are more left than mere fossils. Life 
  finds a way to persevere, just as we have. You will 
  understand when you are ready.     
       −A common translation of the mrawgh creation 
  myth (passed on through oral tradition)    
  The most common interpretation of the mrawgh 
  origin story is that they were created by the goddess 
  Mahra so that she could reincarnate her chosen people, 
  a drylander race of savages, so that they could live on in 
  some way in the sea. In doing so, she somehow 
  sacrificed herself, and (quite peculiarly) is consequently 
  not worshiped by the mrawghs. 
  While aquatic scholars were able to substantiate the 
  existence of both Mahra and her people (known as the 
  mahrogs), there is very little archeological or historical 
  evidence actually linking the mrawghs to either. What 
  is more likely is that the mrawghs learned about the 
  mahrogs and felt a sort of kinship with them, perhaps 
  venerating the concept of their race, and designed a 
  mythos around that. It is likely that their own history 
  was lost eons ago. 
  However, there are undeniable similarities between 
  the two races that are difficult to explain. The mrawgh 
  technology allergy, for example, makes no sense 
  scientifically, and has to be some sort of divinely 
  bestowed curse or affliction. While congruent with the 
  goddess Mahra, it also matches the tenets of the cult of 
  Ondine. Wherever the mrawgh’s true origin rest, one 
  can imagine they come from a time of wonders. 
  
   
   
   
   
   
  5 
  PHYSICAL DESCRIPTION:    Mrawghs are 
  vaguely merfolk in appearance, but larger than 
  average and patterned after a dunkleosteus  
  placoderm. Like this ancient fish, mrawghs have 
  immense heads with equally enormous mouths. 
  Instead of teeth lining these maws, they sport 
  pairs of sharp bony plates which formed a beak-
  like structure.  Mrawghs have no discernable 
  neck, just a large head mounted on broad 
  shoulders. Their arms are often large and 
  muscular. They have stocky, eel-like tails with 
  lobed pelvic fins for better balance. They are 
  typically brownish-green in color with reddish 
  brown or dark red fins. They often have mottled 
  stripes and spots that fade as they age.  
  Females are a bit larger than males, though 
  have few external features that mark any other 
  differences. Subtle clues such as darker spots and 
  redder fins in males can sometimes hint at the 
  proper gender, but often the difference between 
  the sexes is apparent only to other mrawghs, who 
  can pick up on these differences innately. 
  Mrawghs typically dress in muck, scales and 
  shellfish parts, and prefer primitive weapons and 
  attire. A scathing allergy to any technology more 
  recent than Stone Age prevents much variation 
  from this. 
  ECOLOGY & SOCIETY: Biologically, mrawghs 
  are very similar to other merfolk. One notable 
  difference is that mrawghs are ovoviviparous, 
  meaning that the eggs hatch and the babies 
  develop inside the female's body but there is no 
  placenta to nourish the young. The unborn 
  younglings eat any unfertilized eggs and each 
  other (they are oviphagous). Very few offspring 
  survive until birth due to this form of sibling 
  cannibalism. 
  Mrawghs mature slightly faster than most 
  merfolk and live shorter lives. They typically have 
  children early in their lives; age eleven or twelve is 
  not uncommon for a mrawgh parent. Child 
  rearing is similar to other sentient creatures, 
  though at a faster pace. Five-year olds are 
  expected to participate in hunting and gathering 
  expeditions, and they do so with some success. 
  This rapid maturation may lead some to believe 
  that mrawghs are actually quite intelligent, 
  especially at a young age. However, mrawghs are  
       easily intellectually outpaced once they hit  
              their late teens. 
  According to most who view them, mrawghs 
  are a primitive race. They stubbornly cling to 
  strange superstitions, have brutish mannerisms, 
  and face most problems with either fear or 
  hostility. Many see a mrawgh’s typical demeanor 
  to be rather bestial. In many ways, they seem      
  very simple.  
  However, mrawghs are sophisticated in other 
  ways. They are deeply spiritual, and feel close 
  ties to their ancestors, including Mahra, who they 
  venerate as more of a mother-figure than a god. 
  In fact, mrawghs have no gods of their own. Most 
  mrawghs find the concept of deities rather 
  daunting, and tend to avoid directly interacting 
  with them. Mrawghs are also very close to their 
  family and tribe. If one member of their family 
  needs something, they will go through great 
  personal sacrifice to get it. In many ways, 
  mrawghs are a very sensitive people. They focus 
  greatly on emotion and feelings rather than 
  power or glory. 
  Perhaps it is these traits that led them to 
  become a matriarchal society. Women are the 
  leaders and the directors. Males are expected to 
  obey, protect, and serve females. Females are 
  seen as direct emissaries of the sea, and are 
  encouraged to behave accordingly. Occasionally, 
  a male mrawgh will rise to power, but only if he 
  demonstrates great humility and respect for the 
  sea. Despite this balance of power, male and 
  female roles have a blurry line. Both become 
  hunters, shamans, gatherers, child caretakers, and 
  so on. With the exception of leadership, rolls 
  seem to be divvied up more by skill and 
  preference than by gender. 
  Mrawghs, perhaps because of their closeness 
  to nature, have an affinity for the animals of the 
  sea. Most have pets or animal companions. Many 
  mrawghs have an uncanny bond with a certain 
  animal type, which they refer to as their power 
  animal. Often, they will dress in scales and collect 
  other body parts (teeth, shells, fur, etc.) related to 
  that animal. 
  RELATIONS TO OTHER RACES: Mrawghs get 
  along well with any primitive culture. Barbarian 
  tribes often share a mutual respect with the 
  mrawghs. Consequentially, most of their allies 
  are seafolk, kai-lios, karkanaks and followers of 
  the cult of Ondine. Mrawghs admire the love of 
  nature that sea elves and selkies often have, but 
  
   
   
   
   
   
   
   
  6 
  both sides feel each other’s approach towards 
  nature to be a bit extreme. Cindarians and 
  mrawghs see eye to eye on ideas of home and 
  nature, and will often become friends based on 
  that alone. The zef often study the mrawgh, 
  fascinated that their shared language survived 
  virtually unchanged with such a primitive 
  culture. Mrawghs, however, find the zef to be 
  quite repugnant. 
  However well any relation, mrawghs will 
  always share a point of contention with every 
  race that is not their own. Their aversion to 
  technology has lead them to believe it is un-clean, 
  and perhaps even evil. Therefore, any race that 
  actively pursues it must eventually be corrupted 
  by it. Since no other race has a greater aversion to 
  progress than the mrawgh, kinship with one can 
  be difficult long term.  
  ALIGNMENT & RELIGION:  Mrawghs usually 
  follow a path of neutrality; not having the 
  patience for laws or the motivation towards 
  chaos. They are good more often than evil, as 
  their society typically frowns on any action that 
  might draw negative attention. 
  While spiritual and superstitious, mrawghs 
  typically eschew the concept of deities. Their 
  belief structure seems to be both complex and 
  contradictory. While they believe that Mahra is 
  their creation god, they show no signs of 
  worship. Although they subscribe to a belief in 
  reincarnation, they also have several myths 
  regarding an extraplanar-style afterlife. Most 
  religious scholars sum up the mrawghs’ ideology 
  as simply “exceedingly primitive.”  
  ADVENTURERS:  
  Mrawghs most often 
  adventure to help or further their family or tribe, 
  usually to find new territory to settle in, as 
  Mawra’s lagoon is beginning to become 
  overpopulated. Occasionally, they will adventure 
  to further their personal standing within their 
  group, or to redeem themselves for a misdeed. 
  Wealth, glory, and fame mean little to a typical 
  mrawgh. They also seem to have a lower 
  propensity towards greed and vengeance than 
  other races. 
  Most mrawghs become barbarians, warriors, 
  kahunas, or mariners. Wizards, psions and those 
  that have an arcane or psionic focus, are 
  exceedingly rare among the mrawghs. Although 
  not a traditional role, clerics are also possible so 
  long as they continue to revere nature and fight 
  technology (Undine is a common choice).  
  MALE NAMES: Ack, Agg, Az, Daz, Doz, Dzon, 
  Ekh, Gat, Igg, Oog, Ooz, Rez, Rog, Tez, Ugh, Uk, 
  Zoog 
  FEMALE NAMES: Dozi, Ekha, Gata, Gera, Goya,  
  Igga,  Kara, Ooga, Oza, Reza, Rooga, Teza, Tya, 
  Uki, Zooga   
   
  
   
   
   
   
   
  7 
  Mrawgh Racial Traits 
  +2 Strength, -4 Intelligence, and +2 to either Wisdom or Constitution:  All mrawghs are very  
       strong though often severely lack the intellectual capacity of more civilized races. As a race on the  
       cusp of seafolk-like variety, they tend to possess either exceptional stamina or keen insight, but  
       rarely both. 
  Racial Buoyancy: -160A, Depth Tolerance: 600 ft. 
  Medium:  Mrawghs are Medium-sized creatures with no bonuses or penalties due to size. 
  Normal Swim Speed: Mrawghs have a base swim speed of 30 feet. 
  Bite Attack: A mrawgh has a fierce bite natural attack that inflicts 1d8 points of damage. This is a 
  primary attack or a secondary attack if the mrawgh is wielding a weapon. 
  Gills: Mrawghs can breathe underwater indefinitely through gills in their neck.  
  Seawalker: Mrawghs were never meant to move on land. They do so at a movement rate of 5 feet.  
  Almost Merfolk: Mrawghs count as merfolk for any effect related to race. 
  Bonus Feats: Mrawghs gain the Improved Unarmed Strike and Improvised Weapon Mastery feats at 
  first level, even if they do not meet the prerequisites.  
  Mental Resistance: Mrawgh possess power resistance (PR) equal to 6 plus their total number of class 
  levels. This power resistance only works against psionic powers (it does not work as spell resistance). 
  In addition, mrawghs gain a +2 racial bonus on all saving throws against mind-affecting effects. 
  Scales of the Fossil:  Mrawghs have a +3 natural armor bonus to Armor Class. 
  Technology Allergy:  Carrying, wearing, or wielding items made using technology more advanced than 
  what would be considered “Stone Age*” for more than 15 minutes causes the mrawgh to gain the 
  sickened condition until they are removed. The condition, which persists for a minute after the items 
  are removed, cannot be prevented by immunities or removed early by any means. 
  Languages:  Mrawghs begin play speaking Common and Ancient. Mrawghs with high Intelligence 
  scores can choose any of the following: Aquan, Delatari, Nixish, Lok'tar,  and Sylvan. 
   
    
   
  Mrawgh Vital Statistics 
   
  RANDOM STARTING AGE 
  Adulthood 
  Barbarian, 
  Rogue, 
  Sorcerer 
  Siren, 
  Fighter, 
  Paladin, 
  Mariner 
  Cleric, 
  Kahuna, 
  Monk, 
  Wizard 
  10 years 
  +1d4 
  +1d6 
  +2d6 
   
  RANDOM HEIGHT AND WEIGHT 
  Gender 
  Base Height 
  Modifier 
  Male 
  6 ft.  
  +1d12 inches 
  Female 
  6 ft. 5 in. 
  +1d12 inches 
   
  AGING EFFECTS 
  Middle Age 
  Old 
  Venerable 
  Max Age 
  25 years 
  40 years 
  50 years 
  50  + 3d10 
  years 
   
   
   
  *”Stone Age technology” can be best summed up as simple weapons, tools, and items that are both made of all-natural 
  and non-metallic materials. Ultimately it is up the GM’s judgement as to whether an item triggers the allergy or not.  
  
   
   
   
   
   
   
   
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  Blue <Mrawghs 
       Rumors persist of a possible subspecies of 
  mrawgh with bluish coloration. These 
  individuals, claiming to hail from a remote 
  and secluded location (much further away and 
  more isolated than Mahra’s Lagoon), 
  supposedly do not have the same 
  technological allergy as the common 
  mrawghs, nor do they have their bonus feats. 
  While documented in at least three journals 
  since the flood, the existence of blue mrawghs 
  remains officially unsubstantiated.         
        Many sages believe that the blue mrawgh is 
  simply conjecture based on mrawgh folklore 
  referring to a mythical veiled sea mount where 
  “beasts of all times mingle together, including 
  blue mrawghs.” These same scholars are quick 
  to note that this description is likely just a 
  primitive concept of the afterlife, and the “blue 
  mrawgh” may simply be an early ancestor or 
  cousin that went extinct eons ago. 
   
  Racial Feats 
  The following feats are available to a mrawgh 
  character who meets the prerequisites. 
   
   
  ARCHAIC SAVAGERY 
  Your critical hits with improvised weapons are 
  much more damaging. 
  Prerequisites: Mrawgh, base attack bonus +10. 
  Benefit: When attacking with an improvised 
  weapon, your critical threat range is 19-20 �3. If you 
  have the Stick and Spear feat, for weapons affected by 
  that feat with a lesser threat range than 19-20, the 
  critical hit threat range increases to 19-20. 
  Normal: Your critical threat range for improvised 
  weapons is 19-20 �2. 
   
  BRUTISH DEFENSE 
  Wearing the skin of beasts brings you good health 
  and luck. 
  Prerequisite: Mrawgh. 
  Benefit: You gain a +1 resistance bonus to your 
  Reflex and Fortitude saves, as long as you are not 
  sickened by your technology allergy. 
  BRUTE STRENGTH 
  With a ferocious burst of brute strength you can 
  bust through tough objects. 
  Prerequisites: Mrawgh, Str 15. 
  Benefit: You gain a +4 competence bonus to 
  Strength checks made to break or burst items and 
  objects with a sudden force (refer to Chapter 7 of the 
  PATHFINDER ROLEPLAYING GAME for more information 
  on breaking or bursting items). 
   
  FEROCIOUS WALLOPING 
  Your savage ferocity combines with primitive 
  attacks to inflict more damage. 
  Prerequisites: Mrawgh, base attack bonus +8, 
  Primordial Brutality, Str 17. 
  Benefit: You gain a +2 competence bonus to attack 
  rolls made while using improvised weapons. If you 
  have the Stick and Spear feat, you may also apply this 
  bonus to weapons affected by that feat. 
   
  PRIMORDIAL BRUTALITY 
  The brutal nature of your primitive attacks hit with 
  supernatural accuracy. 
  Prerequisites: Mrawgh, base attack bonus +5, Str 
  15. 
  Benefit: You gain a +2 competence bonus to 
  damage rolls made while using improvised weapons. 
  If you have the Stick and Spear feat, you may also 
  apply this bonus to weapons affected by that feat. 
   
  STICK AND SPEAR 
  In your hands, a stick or spear is a much more 
  dangerous weapon. 
  Prerequisites: Mrawgh, Proficient with weapon, 
  Str 15 
  Benefit: Increase  the  amount  of  damage dealt  by  
  an improvised piercing weapon, terbutje* (normal & 
  great),  tepoztopilli*, shortspear, longspear, and spear  
  by  one  step  (for example, 1d6 becomes 1d8) to a 
  maximum of 1d10, or 2d6 if the weapon is two-
  handed.    
   *found in PATHFINDER ROLEPLAYING GAME 
  ULTIMATE COMBAT 
  
   
   
   
   
   
  9 
  Mahra’s Lagoon 
  Mahra's Lagoon is situated in the far south-
  eastern quadrant of the Cerulean Seas, on the 
  Southern Coast of Calamity Isle. The closest city, 
  Baledeep, is about 80 miles away and had been 
  totally unaware of the lagoon's existence until 
  just 80 years ago. Until this point, it was assumed 
  that mrawghs had no particular base and were a 
  nearly extinct race. The mrawghs, being 
  somewhat reclusive, are not very forthcoming 
  with their origins or culture. Before their 
  numbers grew in recent times, this was even 
  more evident. If it were not for the mrawghs' 
  need to gain new territory, Mahra's lagoon might 
  never have been discovered by outsiders. 
  While the surrounding waters are cold, 
  especially in winter months, the lagoon is fed by 
  mineral rich natural springs that keep the waters 
  warm and balmy. When approaching the lagoon 
  from the outside, the first obstacles are large 
  sargassum mats that feed off the escaping 
  warmth and nutrients of the lagoon. These mats 
  attract all manner of predators, especially hungry 
  hammerheads who fervently circle these waters. 
  In fact, before outsiders knew what rested behind 
  these daunting mats, fishermen and explorers 
  referred to this area as "Hammerhead Bay" and 
  actively avoided it. 
  Beyond the mats is the stony reef that protects 
  the lagoon's entire 6 mile entrance. Aside from 
  being formed of jagged igneous rock, this reef 
  also harbors deadly fire coral, and even the 
  mrawghs avoid this region. During low tide, the 
  lagoon is entirely cut off from the sea, and the 
  stony reef juts above the water by several feet. In 
  fact, it is impossible to find a safe watery passage 
  into the lagoon during any time other than high 
  tide, and even then a passage is difficult to map 
  out as each new storm creates a new labyrinth of 
  razor rock and caustic coral. 
  There are, however, at least three known 
  tunnels that lead into the lagoon that avoid the 
  reef and the sargassum entirely, all heavily  
  guarded by mrawghs. The lagoon and the region 
  surrounding it is riddled with with these 
  enigmatic aquatic tunnels that run for dozens of 
  miles. The biggest mystery being that Mrawghs 
  do not burrow, nor do they possess tools 
  sophisticated enough to cut through solid rock in 
  ways that these tunnels demand. Originally 
  thought to be lava tubes, sages who studied them 
  were quick to point out that the majority of the 
  tunnels run through the bedrock and are a far too 
  uniform it diameter and roundness to be 
  anything other than artificial.  When asked, the 
  mrawghs insist that the tunnels were created by 
  Mahra.  
  This is further supported by the largest and 
  most heavily guarded cave entrance that the 
  mrawghs refer to as "the Mouth of Mahra." This 
  tunnel is said to lead to a sea mount "where 
  species of all time" live together. It is theorized 
  that this tale is part of the primitive mrawghs’ 
  spiritual beliefs, and that the tunnel actually leads 
  to highly lethal waters (possibly both boiling and 
  poisonous), and therefore, the afterlife. No one, 
  including mrawghs by their own accounts, has 
  entered the cave and returned. However, 
  mrawghs attest that strange creatures leave the 
  tunnel quite often. Whether this is superstition or 
  fact has yet to be noted by any civilized 
  witnesses. 
  The lagoon itself is pleasant and comfortable, 
  though the water salinity is noticeably lower to 
  those sensitive to such changes. Luckily, these 
  differences are easily overcome with a few hours 
  of acclimation. The warm, spring fed waters of 
  the lagoon create a lush underwater jungle of 
  prehistoric sea flora and fauna. From above the 
  water, the shoreline looks verdant and tropical, 
  which is atypical for this geographical region. 
  However, it is populated with vegetation 
  standard for this day and age, with modern 
  varieties of palm trees and other common plants, 
  trees, and grasses. In the winter months 
  especially, rain and fog are frequent, further 
  shrouding this already mysterious lagoon.  
  
   
   
   
   
   
   
   
  10 
  The 700 square mile lagoon is nestled in the 
  basin of an ancient caldera that was well worn 
  even in the time of the drylanders. It is about 25 
  miles across at its widest point, and 600 feet at its 
  deepest point (near the center), though the 
  average depth is only 30 feet as much of the 
  lagoon is shallows. The shore opposite the barrier 
  reef is sandy, as is much of the seabed on the 
  north side of the lagoon. 
  In addition to the nearly 3000 mrawghs who 
  dwell here, the lagoon is home to creatures and 
  plants unique to this location in this time. Under 
  the waves, Mahra's lagoon appears to be a 
  throwback to what would equate to our 
  Devonian Age, roughly 400 million years ago. 
  This predates the age of reptiles, and even the 
  emergence of sharks. The flora is dominated by 
  brachiopods, such as the spiriferids, and by 
  tabulate and rugose corals, which build large 
  bioherms, or reefs, in the shallow waters. 
       For fauna, ammonoids, bivalves, crinoid and 
  blastoid echinoderms, graptolites, eurypterids 
  (sea scorpions) and trilobites abound as well as 
  quite a diversity of fish. The fish population 
  consists mostly of ostracoderms and placoderms, 
  many of which grow to large sizes and are 
  fearsome predators. Sarcopterygians, or the lobe-
  finned fish such as the coelacanth, are rare but 
  known in this region as well.  
  In a contrast to the primordial depths of the 
  lagoon, are the merely prehistoric villages of the 
  mrawgh, which are vaguely reminiscent of the 
  communities of primitive drylanders. Villages 
  cover several square miles at around 20-50 feet in 
  depth, usually near rocky outcroppings. 
  Structures consist of rather small huts 
  constructed of bone, bleached coral, and sea 
  shells (most often ammonoid shells). These 
  dwellings are unlike any other in the Cerulean 
  Seas and are unmistakable for the work of any 
  other aquatic culture. 
   
   
  
   
   
   
   
   
  11 
  Prestige Class: The Atavist 
  "Mraaaaaawrrrr!!!!” 
   
  Mrawghs are known to be primitive with brutish 
  tendencies. An atavist revels in this. The true atavist 
  often uses what he can make himself. Slathered in 
  muck and wielding crudely fashioned weapons, the 
  atavist is the epitome of a primordial combatant.  
  Atavists are highly honored by the mrawghs, as self-
  proclaimed venerators of Mahra and the preservation 
  of mrawgh ways. Atavists may smell bad, be infested 
  with parasites and fungi, and appear generally 
  barbaric, but are also a formidable force of nature. 
  By dedicating themselves to Mahra’s way, this 
  ancestral spirit has given the atavist several blessings. 
  In addition, they have become even more skillful at 
  using and making primitive weapons and armor. They 
  are in tune with the natural world, their power 
  animals, and have learned to harness their inner beast.  
  Role: Atavists are supporting warriors, often 
  continuing their role as barbarians or fighters. 
  Kahunas are also common among atavists, as they see 
  this path as a way to further preservation of sea life. 
  Alignment: Atavists can be any alignment, though 
  are most often neutral. They often emulate forces of 
  nature, and take on an alignment to match. 
  Hit Die: d10. 
   
  REQUIREMENTS 
  To qualify to become an atavist, a character must 
  fulfill all of the following criteria. 
  Race: Mrawgh. 
  Base Attack Bonus: +6. 
  Skills: Craft (any) 3 ranks, Knowledge (nature) 3 
  ranks, Knowledge (religion) 3 ranks, Survival 3 ranks 
  Feats: Endurance. 
   
  CLASS SKILLS 
  The atavist’s class skills (and the key ability for 
  each skill) are Craft (any) (Int), Knowledge (nature) 
  (Int), Handle Animal (Cha), Survival (Wis) 
   
  Skill Ranks at Each Level: 2 + Int modifier. 
    
  CLASS FEATURES 
  All of the following are class features of the atavist 
  prestige class. 
   
  Weapon and Armor Proficiency: Atavists are  
  proficient with all simple weapons, improvised   
  weapons, and greatspears. They are proficient with  
                muck and sharkhide armor.   
  Power Animal (Su): At 1st level, the atavist 
  solidifies his choice of power animal. He may choose 
  from crab, crocodile, dinosaur (aquatic), dolphin, eel, 
  fish, frog, octopus, otter, ray, sea cow, sea snake, seal, 
  shark, squid, turtle, or whale.  This choice cannot be 
  unmade, though the atavist may choose an additional 
  power animal at 4th level and at 8th level.  The atavist 
  gains a +4 bonus on Handle Animal skill checks when 
  dealing with an animal of the same classification of 
  one of his power animals. The choice of power animal 
  also affects other class features that the atavist receives 
  at higher levels. 
  Call of the Sea (Sp): Also at 1st level, the atavist can 
  cast summon sea’s ally IV as a spell-like ability. This 
  effect can only be used to summon creatures which 
  contains one of the atavist’s power animals as part of 
  the name of the creature summoned (for example, if 
  frog is one of the power animals, the effect can 
  summon 1d4+1 poisonous frogs or 1d4+1 giant frogs). 
  The effect is otherwise identical to the spell.  At 5th 
  level, summon sea’s ally IV is replaced with summon 
  sea’s ally VI. At 9th level, summon sea’s ally VI is 
  replaced with summon sea’s ally VIII. The CL is equal to 
  the atavist’s character level. 
  Scales of the Beast (Ex): At 2nd level, the atavist 
  can use his bare hands and makeshift tools to fashion 
  useable armor from natural objects and materials (sea 
  shells, fish scales, bones, leather, etc.). This armor can 
  emulate any known aquatic armor or shield, though 
  the armor is made of different materials (and therefore 
  buoyancy should be adjusted accordingly), has an 
  additional -2 armor check penalty, and a -1 penalty to 
  the maximum Dexterity bonus. All other features of 
  this armor remain the same; for example, scales of the 
  beast glacial armor would still convey a +7 AC bonus, 
  though has a maximum Dexterity modifier of -1 and 
  an armor check penalty of -9. This process takes at 
  least 1 hour per plus of armor bonus, or possibly more 
  if the Game Master rules that the conditions or 
  resources are suboptimal. The atavist is automatically 
  proficient with this armor. If the armor contains at 
  least three elements of all of his power animals (teeth, 
  bones, scales, fins, etc), the atavist also gains an 
  additional +1 natural armor bonus while wearing this 
  armor (stacks with existing natural armor).  
  Tools of the Sea (Ex): Also at 2nd level, the atavist 
  can use improvised tools with no penalty to Craft skill 
  checks. 
   
  
   
   
   
   
   
   
   
  12 
   
  Tooth Spear (Su): At 3rd level, the atavist can use 
  his bare hands and makeshift tools to fashion useable 
  weapons from non-metallic natural objects and 
  materials (teeth, coral, bones, leather, etc.). This 
  weapon can emulate any known simple, martial, or 
  exotic weapon, though the weapon is non-metallic and 
  has a -1 penalty to hit and damage rolls. All other 
  features of this weapon remain the same. This process 
  takes at least 1 hour, or possibly more if the Game 
  Master rules that the conditions or resources are 
  suboptimal. The atavist is automatically 
  proficient with this weapon. If the 
  weapon contains at least one element 
  of all of his power animals (teeth, 
  bones, scales, fins, etc), the atavist may 
  consider a tooth 
  spear weapon to be an 
  improvised weapon 
  (increase the amount of 
  damage by one step, and the 
  critical range becomes 19-20,�2). 
  These weapons are not considered 
  improvised weapons otherwise. The Stick and 
  Spear feat can be used in conjunction with this 
  class feature is the weapon being created is a 
  greatspear, shortspear, longspear, or spear. This 
  feat also stacks if this weapon is also considered 
  improvised (spears would do 2d6 damage and have a 
  critical threat range of 19-20 �2). 
  Form of Power (Sp): Starting at 4th level, the atavist 
  can cast beast shape I as a spell-like ability. Your 
  options for new form include all creatures with a 
  species or classification that can be considered the 
  same species or classification as one of your power  
   
  animals, and one that you are familiar with.  The effect 
  is otherwise identical to the spell.  At 7th level, beast  
  shape I is replaced with beast shape II. At 10th level, beast 
  shape II is replaced with beast shape III. The CL is equal 
  to the atavist’s character level. 
  Disorienting Stab (Su): Starting at 6th level, if you 
  are using an unarmed attack or any type of spear 
  (including greatspear) your weapons gain the special 
  features of disarm and trip. 
   
   
        
   
   
  TABLE: THE  ATAVIST 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Sav
  e 
  Will 
  Save 
  Special 
  1st 
  +1 
  +1 
  +0 
  +0 
  Power Animal, Call of the Wild (summon sea’s ally IV) 
  2nd 
  +2 
  +1 
  +1 
  +1 
  Scales of the Beast, Tools of the Sea 
  3rd 
  +3 
  +2 
  +1 
  +1 
  Tooth Spear 
  4th 
  +4 
  +2 
  +1 
  +1 
  Form of Power (beast shape I), Power Animal 
  5th 
  +5 
  +3 
  +2 
  +2 
  Call of the Wild (summon sea’s ally VI) 
  6th 
  +6 
  +3 
  +2 
  +2 
  Disorienting Stab 
  7th 
  +7 
  +4 
  +2 
  +2 
  Form of Power (beast shape II) 
  8th 
  +8 
  +4 
  +3 
  +3 
  Power Animal 
  9th 
  +9 
  +5 
  +3 
  +3 
  Call of the Wild (summon sea’s ally VII) 
  10th 
  +10 
  +5 
  +3 
  +3 
  Form of Power (beast shape III) 
  
   
   
   
   
   
  13 
  Mrawgh 
  Covered in muck, fish scales, and ammonite shells, this 
  filthy-looking brute looks quite dangerous and unstable. 
  Strangely, his mannerisms tell the story of a calm and 
  focused individual with much patience and training. 
   
  MRAWGH 
  CR 1/3 
   
  XP 135    
  Male mrawgh warrior 1 
  N Medium humanoid (aquatic, merfolk) 
  Init +1; Senses Perception +5 
  Racial Buoyancy: -160A, Depth Tolerance: 600 ft. 
  DEFENSE 
  AC 18, touch 11, flat-footed 16 (+4 armor, +3 natural,  
       +1 Dex) 
  hp 12 (1d10+2) 
  Fort +4, Ref +1, Will +2, +2 vs. mind-affecting 
  PR 7 (against psionic powers only, not same as SR) 
  OFFENSE 
  Speed 5 ft., swim 30 ft. 
  Melee greatspear +4 (2d6+4/�2) 
  STATISTICS 
  Str 17, Dex 13, Con 14, Int 6, Wis 14, Cha 10 
  Base Atk +1; CMB +4, CMD 15 
  Feats Stick and Spear, Improved Unarmed Strike,   
       Improvised Weapon Mastery. 
  Skills Perception +5, Survival +5 
  Languages Common, Ancient 
  SQ, technology allergy 
  ECOLOGY 
  Environment any non-urban sea 
  Organization solitary,  couple, or family (3-12) 
  Treasure NPC gear (muck armor, greatspear, other  
       stone-age treasure) 
   
  Wompagump 
  A traditional mount of the mrawgh race, this domesticated giant 
  pteraspis is built more for power and toughness than for speed or 
  agility. A wompagump is about the size of a mericorn. Like most 
  ostracoderms, it has a protective armored plating covering the front of 
  its body. Though lacking fins other than its lobed tail, it swims thanks 
  to stiff, wing-like protrusions derived from the armored plates over its 
  gills. This, along with the horn-like rostrum, makes a wompagump 
  very streamlined in shape. A wompagump also has a stiff spike on its 
  back, an additional form of protection against predators.   
   
   
  WOMPAGUMP 
  CR 1 
   
  XP 400    
  N Large animal (aquatic) 
  Init +2; Senses scent, Perception +6 
  Racial Buoyancy: -400A, Depth Tolerance: 600 ft. 
  DEFENSE 
  AC 16, touch 9, flat-footed 16 (+7 natural, -1 size) 
  hp 15 (2d8+6) 
  Fort +8, Ref +3, Will +1 
  OFFENSE 
  Speed swim 20 ft. 
  Melee gore +5 (2d6+4) 
  Space 10 ft.; Reach  10 ft.  
  STATISTICS 
  Str 18, Dex 10, Con 17,  Int 1, Wis 13, Cha 4 
  Base Atk +1; CMB 6, CMD 16  
  Feats Endurance, Great Fortitude  
  Skills Perception +5 
  SQ domestic 
  ECOLOGY 
  Environment any sea 
  Organization solitary or  school (5-20) 
  Treasure none 
  SPECIAL ABILITIES 
  Domestic (Ex) A wompagump can be specifically 
  trained for riding, mounted combat, or to pull 
  heavy loads with the Handle Animal skill. 
  Untrained, it behaves as a docile animal (its gore 
  attack is considered a secondary attack) unless it is 
  injured. 
   
  WOMPAGUMP MOUNTS 
  Carrying Load 
  Per Hour 
  Per Day 
  0-300 lbs. 
  2 miles 
  16 miles 
  301-900 lbs. 
  1.5 miles 
  12 miles 
   
   
   
   
   
  
   
   
   
   
   
   
   
  14 
  Mrawghs in Your Game 
  Although the divine element involved with 
  this race is no longer in the picture, Mahra does 
  add a bit to the mythos of the game. While this 
  aspect could easily be added to any aquatic game 
  with little revision, some Game Masters may be 
  hesitant to adjust the existing pantheon for one 
  new race. In such cases, it may be easier to 
  present the mrawghs as agents of some other 
  nature god. Mahra and Undine (especially the 
  cult of Ondine) have a few similarities, for 
  example, and may foster a similar race of people. 
  On the other side of this, perhaps Mahra is very 
  much alive, which would bring the mrawghs in 
  direct conflict with the Council of Nine.  
  Optionally, the mrawghs could be a recent 
  development; merfolk transformed into more 
  primitive forms to better serve a nature goddess. 
  Or perhaps the mrawghs hail from a parallel 
  plane of existence that is still locked in the 
  Devonian Age, or possibly a dimension in which 
  the dunkleosteus evolved into a sapient merfolk 
  creature instead of going extinct.   
  Regardless, mrawghs in this text are presented 
  as a fairly fresh race to the world. While they do 
  have ancient origins, it does not need to be 
  entangled with your existing campaign history. 
  This allows them to be placed in virtually any 
  aquatic campaign setting with little work. As is, 
  they require almost no adjustment to your world 
  to begin play immediately.  
  Another feature that works well with 
  mrawghs is that their presence also brings with 
  them Devonian era fish and wildlife. Mahra’s 
  lagoon is filled with once-extinct creatures such 
  as sea scorpions, trilobites, placoderms, and 
  ammonoids. While this feature provides a lot of 
  new variety, it is still optional. These creatures 
  aren’t absolutely vital to the existence of the 
  mrawgh and can be omitted according to taste. 
  Whatever the case, the mrawgh will make a 
  welcome addition to any aquatic game as the 
  savage PC, an unusual option for the player 
  seeking a challenge, an option for the player who 
  likes to play everything or even a fun alternative 
  for those that enjoy the simpler approach to life. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder  RPG  Core  Rulebook.  Copyright  2009,  Paizo  Publishing,  LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG Bestiary, Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Remarkable Races.  Copyright  2009,  Alluria  Publishing; Author: Emily Kubisz 
  Cerulean Seas Campaign Setting, Indigo Ice, Azure Abyss, & Celadon Shores.  Copyright  
  2010-2016,  Alluria  Publishing; Authors: Emily Kubisz, Sam Hing, and Matthew Cicci 
  
   
   
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Alluria/Remarkable Races Submerged - The Mrawgh.pdf