Archives of Nethys

Pathfinder | Starfinder


Races

The Starfinder Roleplaying Game is about more than just meeting aliens—it’s also about playing alien characters. In Starfinder, the word “race” usually refers to an intelligent, selfaware species whose members can be considered characters rather than simple monsters. While not all races are appropriate for player characters, many of them are; any creature with a racial traits entry is a member of a potentially playable race, provided that your GM approves it.

Morlamaw

Source Starfinder Society Roleplaying Guild Scenario #1-08: Sanctuary of Drowned Delight pg. 21
Morlamaws are aquatic monstrous humanoids that resemble walruses with exceptionally bright coloring that borders on obnoxious.

Ability Modifiers +2 Con, +2 Cha, –2 Wis
Hit Points 4

Size and Type

Morlamaws are Large monstrous humanoids with the aquatic subtype They have a space and reach of 10 feet.

Amphibious

Morlamaws are able to breathe both water and air normally.

Cold Resistance

Morlamaws are accustomed to swimming in icy water and have cold resistance 5.

Darkvision

Morlamaws have darkvision with a range of 60 feet.

Morlamaw Movement

Morlamaws have a land speed of 20 feet and a swim speed of 40 feet.

Natural Weapons

Morlamaws are always considered armed. They can deal 1d3 lethal piercing damage with unarmed strikes, and those attacks don’t count as archaic. Morlamaws gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

About the Morlamaw

Physical Description

Morlamaws are aquatic monstrous humanoids that resemble walruses with exceptionally bright coloring that borders on obnoxious. They have a single large body flipper that allows them to swim with ease, but they shuffle about when traveling on land. Morlamaws also have two side flippers that allow for an impressive array of fine movements, which enable them to use equipment. Their bright—often described as psychedelic—skin tones are often random and not strictly the result of genetics, and all morlamaws possess colored whiskers of varying length. Multicolored morlamaws are considered a good omen for their family. Every morlamaw also sports four long tusks, two on each side of the face. These tusks are often carved with symbols or statements of personal import to the specific morlamaw, and those without markings are thought to have not yet found their calling in life.

Home World

Morlamaws are indigenous to the planet Arniselle and have yet to travel beyond their aquatic homeworld. Arniselle is a cold world of mostly water, with a handful of ice-encrusted micro continents. Most morlamaws grew up in one of Arniselle’s various trench cities—vast cities of coral and stone carved into the sides of deep ocean trenches. Some colonies exist closer to the few planetary landmasses, with such morlamaws emerging from the depths to hunt Arniselle’s few varieties of surface fauna.

Society and Alignment

Traditional morlamaw society is orderly, and there is little deviation from day-to-day tasks. Lines of morlamaws are the most common sight within the trench cities, with almost every facet of city life being defined by a line of varying length. There are lines for receiving meals, lines for entering and exiting a workplace, and even lines for prayer. Those morlamaws with a less rigid inclination tend to move away from the trench cities, becoming hunters among one of the settlements closer to the surface world.

Relations

Morlamaws have never left Arniselle, but they enjoy learning about new places and new ideas. It’s for this reason that the morlamaws are amphibious; the first morlamaw explorers refused to be confined to the waters, and made repeated attempts to tame the small surface of their world. With no other major forms of intelligent life on Arniselle, each morlamaw is left to decide his or her opinions on other species.

Adventurers

Morlamaws are often skilled hunters or spellcasters. Both roles are important to morlamaw survival on Arniselle and serve well for those who leave their homeworld. As explorers, the handful of morlamaws leaving Arniselle are keen to try out new vocations, finding the concepts of engineering and technomancy to be an exciting new frontier unexplored by their people. Specializing in aquatic environments, morlamaws travelling with other non-morlamaw adventurers soon realize the limitations of their ground based speed. Most such morlamaws look for augmentations or items to assist in overcoming their naturally ponderous land speed.