Mur'gul press any advantage. Their race includes healers and arcanists, and these characters use spells to slow and debilitate their enemies, allowing the murloc warriors to close. They swarm over their enemies, tearing them to pieces and feeding on die battlefield. They are cunning, and lure powerful enemies into water where they have a greater advantage. Mur'gul quietly tear at the bottom of ships and break rudders before attacking.

Partially Amphibious: Mur'gul can function perfectly well out of the water for 1 hour. A mur'gul out of the water beyond this time must make a Fortitude save each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage from overexposure to air. A mur'gul who takes any nonlethal damage in this way is fatigued. These penalties end when the mur'gul recovers the nonlethal damage. Mur'gul reduced to unconsciousness in this way begin taking lethal damage each hour.

A mur'gul cannot recover damage from air exposure until he immerses himself in water for at least 1 hour.

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