Vodyanoi (Article Race)

:For other Vodyanoi, see Vodyanoi (disambiguation).
==Vodyanoi (Dragon Magazine #250)==
Ability Score Adjustments. Vodyanoi receive a +2 to their initial Strength and Constitution scores, and a -2 to their Dexterity and Charisma scores.
 Ability Score Range
Ability 	Minimum	Maximum
Strength 	14 	20
Dexterity 	3 	12
Constitution	13 	20
Intelligence	3 	18
Wisdom 	3 	18
Charisma 	3 	12
 Class Restrictions
Class 	Maximum Level
Warrior 	
Fighter 	12
Ranger 	—
Paladin 	—
Wizard 	
Mage 	—
Illusionist 	—
Priest 	
Cleric 	—
Druid 	—
Shaman 	3
Witch Doctor	—
Rogue 	
Thief 	—
Bard 	—
Hit Dice. PC vodyanoi receive hit dice by class. In addition, they receive 8 additional hit points at first level.
Alignment. Vodyanoi are normally chaotic evil. PC vodyanoi may be of any chaotic alignment.
Natural Armor Class. 2.
Background. Vodyanoi are a rare and mysterious race, aquatic relatives of umber hulks. They are most common in deep freshwater lakes but are occasionally found in saltwater as well, usually living in caves near the edge of a continental shelf or deep trench. They appear similar to their land-bound cousins but are slightly larger, reaching as tall as 10 feet (and nearly 7 feet wide). Their slimy green skin covers enormous muscles. Their long arms end in webbed claws, as do their shorter legs. Their faces have two small, black eyes and large mandibles that allow them to bite through shark hide or even clam shells.
Vodyanoi are solitary, living and hunting alone at points where shallower waters meet the deeps. They are no more monsters, however, possessing average human intelligence. They may gather periodically to meet and mate-legends tell of great vodyanoi meeting grounds deep in the ocean trenches-and they can communicate with each other over tremendous distances in their low, rumbling language.
Languages. Vodyanoi speak a dialect of the umber hulk language. They are capable of learning common, sahuagin, locathah, merman, and triton.
Roleplaying Suggestions. Most vodyanoi are bloodthirsty marauders who prey upon other undersea communities to take what they want. A few have renounced this evil existence and taken up a more peaceful lifestyle. These unusual vodyanoi often live as hermits in deeper waters, while some find their fulfillment in an adventuring life.
Though reasonably intelligent, the vodyanoi are not profound thinkers. They tend to see even complex situations in simple terms and value physical prowess over intellect or culture. Even vodyanoi who join an adventuring band remain loners at heart, always valuing their own interests more than the concerns of any group.
Special Advantages. Vodyanoi breathe water and can swim at a movement rate of 6. They suffer no movement or attack penalties underwater, being native to the aquatic environment.
Vodyanoi have huge claws and powerful jaws like their land-dwelling cousins. They can attack with both claws and a bite in a single round, inflicting 3-12 hp damage with each successful claw attack and 1-10 hp damage with a successful bite.
Vodyanoi have the ability to summon electric eels. A vodyanoi can attempt this summoning once per day, with a chance of success equal to 10% + 5% per level; 1d4 eels per level of the vodyanoi respond to the summons if successful.
Special Disadvantages. Vodyanoi are lumbering brutes, though gifted with average intelligence. They are large creatures and suffer damage appropriately. Their claws make them incapable of any sort of fine manipulation, and their bulk makes it impossible for them to wear armor. They disdain the use of weapons other than their natural armament.
Vodyanoi move at a crawl (MV 3) on land and suffer the effects of dehydration if they remain out of water for more than an hour. Each hour after the first that a vodyanoi remains out of the water, the creature loses 1 point of Constitution and must make a Constitution check or suffer 1d8 hp damage.
Monstrous Traits. Monstrous appearance, size, monstrous appetite.
Superstitions. Vodyanoi have a superstitious fear of large whales.
Weapon Proficiencies: None.
Nonweapon Proficiencies: Alertness, animal noise, blind-fighting, chanting, close-quarter fighting, danger sense, direction sense, eating, endurance, intimidation, looting, natural fighting, survival (aquatic), wild fighting.
Available Kits. (Warrior) pit fighter, sellsword, (priest) shaman.
Average Height and Weight: Height: 108/102+1d12. Weight: 800/750 + 8d10.
Age: Starting Age: 12 + 3d6. Maximum Age Range: 150 + 1d100. Average Maximum Age: 200. Middle Age: 75 years. Old Age: 100 years. Venerable: 150 years.
Maximum Functioning Depth: 1,300 feet.
Vision: x2.5
Category:Dragon Magazine Race Articles