Maeluth

> *"IT WAS SHE WHO LEAD THE CHARGE AND freed us from our shackles. Deep pangs of shame washed over me as I recalled how I and the Order of the Golden Cup had treated her. Never has a more noble soul been shackled to such sinister raiment."*- **Sir Gareth Dragonsbane**, *The Taking of the Throne of Bloodstone*
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The maeluth carry the burden of an infernal heritage which both empowers and curses them. As the result of coupling between a dwarf and a devil, the maeluth are a bit stronger and more clever than other dwarves. They have a natural skill as orators and often find themselves in positions of leadership.

## Maeluth

A Maeluth brandishing blades while horns are visible.

## Maeluth

Many maeluth live in the Underdark, embracing the evil in their blood and menacing communities around them, often pairing up with duergar to scheme against surface dwellers. A minority of the maeluth live in larger settlements as they are found to be more open-minded and accepting communities.

## Leaders and Warriors

Possessing an abundance of natural charm and inner strength, the maeluth often end up in positions of authority among dwarven clans. They are often fiercely courageous and resolute in their convictions. Maeluth leaders can be quite controversial among the dwarves, as they do not like maeluth making children, families or clans with “normal” dwarves. This often leads to disillusionment and abandonment on the part of the maeluth.

## Chained Souls

Every maeluth is born with an unholy mark that denotes which archdevil they are linked to. This mark can be removed by joining a church of a good deity and going through a panful cleaning process that involves pouring holy water on the mark once a week for 66 weeks.

Maeluth who become clerics or paladins find that the mark vanishes from their body for as long they obey the tenets of their faith.

### Alignments

Evil maeluth use their innate cunning to corrupt and cajole innocents into doing something for them. Good maeluth use their acuity to break up fights, convince a town leader of a course of action and inspire others to commit a heroic cause.

## Sinister Appearance

Many maeluth have infernal features that gives them a sinister, evil appearance. Maeluth are often hairless, which makes acceptance from the beard-loving dwarves an uphill climb.

When a maeluth has adrenaline flowing, their eyes appear to burst into flame. When they breathe, smoke emanates from their mouth and nostrils. When they shout, their voices take on a deep, resonant quality that stops people in their tracks and causes small animals to cower.

### Hunted by Devils

If holy water touches the skin of a maeluth, they gain the poisoned condition for one minute. This trait ceases if the maeluth's infernal mark is removed.

An archdevil thinks they have the right to the soul of every maeluth. If the maeluth leads the life of evil, whey they die, they are reborn in Avernus as a lemure. Those who lead a good and compassionate life have their souls judged, appearing in the court infernal of Phlgethos where a devil's advocate make their case against a representative of a good deity who wishes to allow the maeluth's soul into their planar realm.

## Maeluth Names

###### Male

Alkynax, Chergaz, Corble, Diamic, Foidler, Hyalicus, Nyxender, Tachyzadi, Tarsum, Zamburydian.

**Female**

Breccia, Dyanitia, Enialine, Ignimani, Kimber, Lherzala, Minette, Skoratia, Tephurna, Tryverna, Zalyphyre.

##### Clan Names

Agrylite, Eclorgil, Marflint, Porphygrit, Rhombix, Troctelios.

## Maeluth Traits

***Ability Score Increase.*** Your Constitution score increases by 2 and your Charisma score increases by 1.

***Age.*** Maeluth can live up to the age of 200.

***Alignment.*** Maeluth tend toward lawful alignments, as their devil heritage has given them an orderly and clear mind. There are maeluth of every alignment, most of those who live on the surface world are lawful neutral or lawful good.

***Size.*** Maeluth stand between 4 to 5 and a half feet tall and average about 170 pounds. Your size is medium.

***Speed.*** Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

***Darkvision.*** Your infernal heritage has given you heightened vision in dark and dim conditions. You can see dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

***Fiend Hammer.*** As a bonus action, the maeluth can call forth infernal energy and imbue a melee weapon with fire. For one minute, the weapon deals an extra 1d6 fire damage on damage rolls. Once you use this trait, you can't use it again until you take a long rest.

***Infernal Shroud.*** As an action, a maeluth can exhale a cloud of smoke in a 10-foot radius that is heavily obscured. Once you use this trait, you can't use it again until you take a long rest.